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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..2" // STATIC: "VERTEXCOLOR" "0..1" // STATIC: "VERTEXALPHATEXBLENDFACTOR" "0..1" // STATIC: "SEAMLESS" "0..1"
// disable seamless & bumpmask (does not appear to be used) // STATIC: "BUMPMASK" "0..0" // 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: "FANCY_BLENDING" "0..1" // STATIC: "SELFILLUM" "0..1" // STATIC: "LIGHTING_PREVIEW" "0..1" [PC] // STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE] // STATIC: "PAINT" "0..1" // STATIC: "ADDBUMPMAPS" "0..1"
// DYNAMIC: "FASTPATH" "0..1"
// SKIP: $BUMPMASK && $ADDBUMPMAPS // SKIP: !$BUMPMAP && $ADDBUMPMAPS
// This should not be a combo since I'm a moron with the tangent space and the flashlight. // SKIP: $BUMPMASK && $SEAMLESS
// SKIP: $LIGHTING_PREVIEW && $FLASHLIGHT
#include "common_fog_vs_supportsvertexfog_fxc.h" #include "common_vs_fxc.h" #include "common_lightmappedgeneric_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; static const bool g_bVertexAlphaTexBlendFactor = VERTEXALPHATEXBLENDFACTOR; static const bool g_BumpMask = BUMPMASK;
#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 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); #endif
#if FLASHLIGHT const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); #endif
const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_10 );
#if ( ( LIGHTING_PREVIEW == 3 ) || PAINT ) const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_12 ); #endif
#if ( DETAILTEXTURE == 2 ) #define SHADER_SPECIFIC_CONST_13 c217 // TODO: add this to common_vs_fxc.h and fix up case (pain) of vcs filenames when all the other shaders are forced to compile as a result const float4 cDetailTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_13 ); // not contiguous with the rest! #endif
#if ( SHADER_MODEL_VS_3_0 ) #define SHADER_SPECIFIC_CONST_14 c219 // TODO: add this to common_vs_fxc.h and fix up case (pain) of vcs filenames when all the other shaders are forced to compile as a result #define SHADER_SPECIFIC_CONST_15 c221 #define SHADER_SPECIFIC_CONST_16 c223
const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_14 ); const float4 cBumpTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_15 ); const float4 cBlendModulateTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_16 ); #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; };
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 || PAINT || 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.tangentSpaceTranspose0_vertexBlendX.xyz = normalize( float3( n2.y + n2.z, 0.0f, n2.x ) ); o.tangentSpaceTranspose1_bumpTexCoord2u.xyz = normalize( float3( 0.0f, n2.x + n2.z, n2.y ) ); o.tangentSpaceTranspose2_bumpTexCoord2v.xyz = worldNormal; #else o.tangentSpaceTranspose0_vertexBlendX.xyz = worldTangentS; o.tangentSpaceTranspose1_bumpTexCoord2u.xyz = worldTangentT; o.tangentSpaceTranspose2_bumpTexCoord2v.xyz = worldNormal; #endif #if 0 //PAINT //should try to do this in the vs but the lack of tesselation on world geo makes the interpolation yucky float3x3 matCameraFaceUVs; float3 fvViewDirection = normalize( g_vEyeVector.xyz - worldPos.xyz ); float3 fvTangentViewDirection; fvTangentViewDirection.x = dot( fvViewDirection, worldTangentS ); fvTangentViewDirection.y = dot( fvViewDirection, worldTangentT ); fvTangentViewDirection.z = dot( fvViewDirection, worldNormal );
matCameraFaceUVs[2] = fvTangentViewDirection; // new normal matCameraFaceUVs[1] = float3( 0.0f, 1.0f, 0.0f ); // tangent matCameraFaceUVs[0] = normalize( cross( matCameraFaceUVs[1].xyz, matCameraFaceUVs[2].xyz ) ); //binormal matCameraFaceUVs[1] = normalize( cross( matCameraFaceUVs[2].xyz, matCameraFaceUVs[0].xyz ) ); //re-square tangent o.detailOrBumpAndEnvmapMaskTexCoord = float4( matCameraFaceUVs[0].xy, matCameraFaceUVs[1].xy ); #endif #else // Surface normal (required for Phong in absence of tangentspace) o.tangentSpaceTranspose2_bumpTexCoord2v.xyz = worldNormal; #endif
float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
#if ( SEAMLESS ) { // we need to fill in the texture coordinate projections o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * worldPos; } #else { if ( FASTPATH ) { o.BASETEXCOORD = v.vBaseTexCoord; #if defined( SHADER_MODEL_VS_3_0 ) o.BASETEXCOORD2 = v.vBaseTexCoord; #endif } else { o.BASETEXCOORD = float2( dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform[0].xy ) + cBaseTexCoordTransform[0].w, dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform[1].xy ) + cBaseTexCoordTransform[1].w ); #if defined( SHADER_MODEL_VS_3_0 ) o.BASETEXCOORD2 = float2( dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform2[0].xy ) + cBaseTexCoordTransform2[0].w, dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform2[1].xy ) + cBaseTexCoordTransform2[1].w ); #endif } } #endif
if ( FASTPATH ) { #if BUMPMAP && !SELFILLUM && !PAINT o.BUMPCOORD = v.vBaseTexCoord; o.BUMPCOORD2U = v.vBaseTexCoord.x; o.BUMPCOORD2V = v.vBaseTexCoord.y; #endif
#if ( DETAILTEXTURE ) o.DETAILCOORD = v.vBaseTexCoord; #if ( DETAILTEXTURE == 2 ) && defined( SHADER_MODEL_VS_3_0 ) o.DETAILCOORD2 = v.vBaseTexCoord; #endif #endif
#if FANCY_BLENDING && !PAINT && !SEAMLESS o.BLENDMODULATECOORD = v.vBaseTexCoord; #endif } else { #if BUMPMAP && !SELFILLUM && !PAINT o.BUMPCOORD = float2( dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform[0].xy ) + cBumpTexCoordTransform[0].w, dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform[1].xy ) + cBumpTexCoordTransform[1].w );
#if defined( SHADER_MODEL_VS_3_0 ) o.BUMPCOORD2U = dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform2[0].xy ) + cBumpTexCoordTransform2[0].w; o.BUMPCOORD2V = dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform2[1].xy ) + cBumpTexCoordTransform2[1].w; #endif #endif
#if FANCY_BLENDING && !PAINT && defined( SHADER_MODEL_VS_3_0 ) && ( SEAMLESS == 0 ) o.BLENDMODULATECOORD = float2( dot( v.vBaseTexCoord.xy, cBlendModulateTexCoordTransform[0].xy ) + cBlendModulateTexCoordTransform[0].w, dot( v.vBaseTexCoord.xy, cBlendModulateTexCoordTransform[1].xy ) + cBlendModulateTexCoordTransform[1].w ); #endif
#if ( DETAILTEXTURE ) && ( SEAMLESS == 0 ) o.DETAILCOORD = float2( dot( v.vBaseTexCoord.xy, cDetailTexCoordTransform[0].xy ) + cDetailTexCoordTransform[0].w, dot( v.vBaseTexCoord.xy, cDetailTexCoordTransform[1].xy ) + cDetailTexCoordTransform[1].w ); #if ( DETAILTEXTURE == 2 ) && defined( SHADER_MODEL_VS_3_0 ) o.DETAILCOORD2 = float2( dot( v.vBaseTexCoord.xy, cDetailTexCoordTransform2[0].xy ) + cDetailTexCoordTransform2[0].w, dot( v.vBaseTexCoord.xy, cDetailTexCoordTransform2[1].xy ) + cDetailTexCoordTransform2[1].w ); #endif #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_bumpTexCoord.xy = lightmapTexCoord3; } else { o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord; }
#if !ADDBUMPMAPS if( g_UseSeparateEnvmapMask || g_BumpMask ) #endif { // transform(s) performed in PS, pass in untransformed base coords o.ENVMAPMASKCOORD = v.vBaseTexCoord.xy; } if ( !g_bVertexColor ) { o.vertexColor = float4( 1.0f, 1.0f, 1.0f, cModulationColor.a ); } else { if ( g_bVertexAlphaTexBlendFactor ) { o.vertexColor.rgb = v.vColor.rgb; o.vertexColor.a = 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
if ( g_bVertexAlphaTexBlendFactor ) { o.tangentSpaceTranspose0_vertexBlendX.w = v.vColor.a; } return o; }
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