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// DYNAMIC: "FOGTYPE" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = FOGTYPE; const float4 cCustomConstants[6] : register( SHADER_SPECIFIC_CONST_0 );
const float4 g_vLightPosition : register( SHADER_SPECIFIC_CONST_0 ); const float4 g_vLightColor : register( SHADER_SPECIFIC_CONST_1 ); // range 0-1 const float g_flLightIntensity : register( SHADER_SPECIFIC_CONST_2 ); // scales g_vLightColor
struct VS_INPUT { // If this is float4, and the input is float3, the w component default to one. float4 vPos : POSITION; float2 vBumpTexCoord : TEXCOORD0; float4 vAmbientColor : COLOR0; };
struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif float2 vBumpTexCoord : TEXCOORD0; float3 vTangentSpaceLightDir : TEXCOORD1; float3 vAmbientColor : TEXCOORD2; float4 vIteratedProjPos : TEXCOORD3; float4 vDirLightScale : COLOR0; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = (VS_OUTPUT)0;
// Transform the input position. float4 projPos = mul( v.vPos, cModelViewProj ); o.projPos = projPos; #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.projPos.y = -o.projPos.y; o.projPos.z = 2.0f * o.projPos.z - o.projPos.w; #endif // _PS3
o.vIteratedProjPos = projPos;
o.worldPos_projPosZ = float4( v.vPos.xyz, projPos.z );
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( mul4x3( v.vPos, cModel[0] ), g_FogType ); #endif
// Copy texcoords over. o.vBumpTexCoord = v.vBumpTexCoord;
// Copy the vertex color over. o.vAmbientColor = v.vAmbientColor;
// ------------------------------------------------------------------------------ // Generate a tangent space and rotate L. // This can be thought of as rotating the normal map to face the viewer. // // This is useful when a particle is way off to the side of the screen. // You should be looking at the half-sphere with a normal pointing from the // particle to the viewer. Instead, you're looking at the half-sphere with // a normal along Z. This tangent space builder code fixes the problem. // // Note that since the model and view matrices are identity, the coordinate // system has X=right, Y=up, and Z=behind you (negative Z goes into the screen). // ------------------------------------------------------------------------------ // This basis wants Z positive going into the screen so flip it here. float4 vForward = normalize( float4( v.vPos.x, v.vPos.y, -v.vPos.z, 1 ) );
// This is the same as CrossProduct( vForward, Vector( 1, 0, 0 ) ) float4 vUp = normalize( float4( 0, vForward.z, -vForward.y, vForward.w ) ); // vRight = CrossProduct( vUp, vForward ) float4 vRight = vUp.yzxw * vForward.zxyw; vRight += -vUp.zxyw * vForward.yzxw;
// Put the light in tangent space. float4 vToLight = g_vLightPosition - v.vPos; float4 vTangentSpaceLight = vRight*vToLight.x + vUp*vToLight.y + vForward*vToLight.z;
// Output texcoord 1 holds the normalized transformed light direction. o.vTangentSpaceLightDir = normalize( vTangentSpaceLight ).xyz * 0.5 + 0.5; // make it 0-1 for the pixel shader // Handle oversaturation here. The shader code already scaled the light color so its max value is 1, // so if our intensity/distance scale is > 1, then all we need to do is use the light color. float flTransposedLenSqr = dot( vTangentSpaceLight, vTangentSpaceLight ); float flScaledIntensity = g_flLightIntensity / flTransposedLenSqr; if ( flScaledIntensity > 1 ) { o.vDirLightScale.xyz = g_vLightColor.xyz; } else { o.vDirLightScale.xyz = g_vLightColor.xyz * flScaledIntensity.xxx; } // Alpha comes right from the vertex color. o.vDirLightScale.a = v.vAmbientColor.a; return o; }
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