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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
// STATIC: "ENVMAP_MASK" "0..1" // STATIC: "TANGENTSPACE" "0..1" // STATIC: "BUMPMAP" "0..1" // STATIC: "DETAILTEXTURE" "0..1" // STATIC: "VERTEXCOLOR" "0..1" // STATIC: "SEAMLESS" "0..1"
// diffuse bump map is always true when bumpmapping is enabled, so just set it to 1 #define DIFFUSEBUMPMAP 1
// STATIC: "FLASHLIGHT" "0..1" [CONSOLE] // STATIC: "SELFILLUM" "0..1" // STATIC: "LIGHTING_PREVIEW" "0..3" [PC] // STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE]
// DYNAMIC: "FASTPATH" "0..1"
// SKIP: $LIGHTING_PREVIEW && $FLASHLIGHT
#include "common_fog_vs_supportsvertexfog_fxc.h" #include "common_vs_fxc.h" #include "common_4wayblend_fxc.h"
static const int g_FogType = DOWATERFOG; static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK; static const bool g_bTangentSpace = TANGENTSPACE; static const bool g_bBumpmap = BUMPMAP; static const bool g_bBumpmapDiffuseLighting = DIFFUSEBUMPMAP; static const bool g_bVertexColor = VERTEXCOLOR;
#if SEAMLESS const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_0 ); #define SEAMLESS_SCALE (SeamlessScale.x) #else const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cDetailOrBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); #endif // This should be identity if we are bump mapping, otherwise we'll screw up the lightmapTexCoordOffset. const float4 cEnvmapMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
#if FLASHLIGHT const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); #endif
#if DETAILTEXTURE && BUMPMAP && !SELFILLUM const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest! #endif
#if ( LIGHTING_PREVIEW == 3 ) const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_12 ); #endif
struct VS_INPUT { float3 vPos : POSITION; float4 vNormal : NORMAL; float2 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; float2 vLightmapTexCoordOffset : TEXCOORD2; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; float4 vColor : COLOR0; float4 vVertexBlends : COLOR1; };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal );
float4 projPos; float3 worldPos;
worldPos = mul4x3( float4( v.vPos, 1 ), cModel[0] ); projPos = mul( float4( worldPos, 1 ), cViewProj ); 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.worldPos_projPosZ.w = projPos.z; o.worldPos_projPosZ.xyz = worldPos;
#if ( LIGHTING_PREVIEW == 3 ) o.worldPos_projPosZ.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth #endif float3 worldNormal = mul3x3( vObjNormal, ( float3x3 )cModel[0] ); #if TANGENTSPACE || LIGHTING_PREVIEW || defined( _X360 ) || defined( _PS3 ) float3 worldTangentS = mul3x3( v.vTangentS, ( const float3x3 )cModel[0] ); float3 worldTangentT = mul3x3( v.vTangentT, ( const float3x3 )cModel[0] );
#if SEAMLESS && BUMPMAP && ( defined( _X360 ) || defined( _PS3 ) ) float3 n = normalize( worldNormal ); float3 n2 = n * n; // sums to 1.
o.tangentSpaceTranspose[0] = normalize( float3( n2.y + n2.z, 0.0f, n2.x ) ); o.tangentSpaceTranspose[1] = normalize( float3( 0.0f, n2.x + n2.z, n2.y ) ); o.tangentSpaceTranspose[2] = worldNormal; #else o.tangentSpaceTranspose[0] = worldTangentS; o.tangentSpaceTranspose[1] = worldTangentT; o.tangentSpaceTranspose[2] = worldNormal; #endif #endif
float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
#if ( SEAMLESS ) { // we need to fill in the texture coordinate projections o.SeamlessTexCoord_fogFactorW.xyz = SEAMLESS_SCALE * worldPos; } #else { if ( FASTPATH ) { o.baseTexCoord_fogFactorZ.xy = v.vBaseTexCoord; } else { o.baseTexCoord_fogFactorZ.x = dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform[0].xy ) + cBaseTexCoordTransform[0].w; o.baseTexCoord_fogFactorZ.y = dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform[1].xy ) + cBaseTexCoordTransform[1].w; }
// calculate detailorbumptexcoord if ( FASTPATH ) { o.DETAILORBUMPCOORDS = v.vBaseTexCoord.xy; } else { o.DETAILORBUMPCOORDS = float2( dot( v.vBaseTexCoord.xy, cDetailOrBumpTexCoordTransform[0].xy ) + cDetailOrBumpTexCoordTransform[0].w, dot( v.vBaseTexCoord.xy, cDetailOrBumpTexCoordTransform[1].xy ) + cDetailOrBumpTexCoordTransform[1].w ); } } #endif if ( FASTPATH ) { o.lightmapTexCoord3.zw = v.vBaseTexCoord; #if DETAILTEXTURE && BUMPMAP && !SELFILLUM o.BUMPCOORDS = v.vBaseTexCoord; #endif } else { #if DETAILTEXTURE && BUMPMAP && !SELFILLUM o.BUMPCOORDS = float2( dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform[0].xy ) + cBumpTexCoordTransform[0].w, dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform[1].xy ) + cBumpTexCoordTransform[1].w ); #endif } // compute lightmap coordinates if( g_bBumpmap && g_bBumpmapDiffuseLighting ) { o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
// reversed component order o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
o.lightmapTexCoord3.xy = lightmapTexCoord3; } else { o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord; }
if( g_UseSeparateEnvmapMask ) { // reversed component order #if FASTPATH o.ENVMAPMASKCOORDS = v.vBaseTexCoord.xy; #else o.ENVMAPMASKCOORDS = float2( dot( v.vBaseTexCoord.xy, cEnvmapMaskTexCoordTransform[0].xy ) + cEnvmapMaskTexCoordTransform[0].w, dot( v.vBaseTexCoord.xy, cEnvmapMaskTexCoordTransform[1].xy ) + cEnvmapMaskTexCoordTransform[1].w ); #endif } #if ( HARDWAREFOGBLEND ) { o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); } #endif
#if ( !DOPIXELFOG && !HARDWAREFOGBLEND ) { #if ( SEAMLESS ) { o.SeamlessTexCoord_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType ); } #else { o.baseTexCoord_fogFactorZ.z = CalcNonFixedFunctionFog( worldPos, g_FogType ); } #endif } #endif
if ( !g_bVertexColor ) { o.vertexColor = float4( 1.0f, 1.0f, 1.0f, cModulationColor.a ); } else { o.vertexColor = v.vColor; o.vertexColor.a *= cModulationColor.a; } #if SEAMLESS // compute belnd weights in rgb float3 vNormal=normalize( worldNormal ); o.vertexColor.xyz = vNormal * vNormal; // sums to 1. #endif
// On 360/PS3, we have extra iterators and can fold the flashlight into this shader #if ( defined( _X360 ) || defined( _PS3 ) ) && FLASHLIGHT o.flashlightSpacePos = TransformFlashlightWorldToTexture( worldPos, g_FlashlightWorldToTexture ); o.vProjPos = projPos; #endif
o.vertexBlend = v.vVertexBlends; return o; }
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