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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "SFM" "0..0" [vs20] [PC] // STATIC: "SFM" "0..1" [vs30] [PC] // STATIC: "SFM" "0..0" [CONSOLE]
// STATIC: "VERTEXCOLOR" "0..1" // STATIC: "CUBEMAP" "0..1" // STATIC: "HALFLAMBERT" "0..1" // STATIC: "FLASHLIGHT" "0..1"
// disable separate detail UVs & seamless base/detail (does not appear to be used) // STATIC: "SEPARATE_DETAIL_UVS" "0..0" // STATIC: "SEAMLESS_BASE" "0..0" // STATIC: "SEAMLESS_DETAIL" "0..0"
// STATIC: "DECAL" "0..1" // STATIC: "LIGHTING_PREVIEW" "0..1" [PC] // Disabled. Unused on CS:GO --Thorsten // STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE]
// STATIC: "TREESWAY" "0..0" [vs20] [PC] // STATIC: "TREESWAY" "0..2" [vs30] [PC] // STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC] // STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE]
// STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [vs20] [PC] // STATIC: "CASCADED_SHADOW_MAPPING" "0..0" [vs30] [PC]
// STATIC: "CSM_BLENDING" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "DYNAMIC_LIGHT" "0..1" // DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..0" [ = false ] // DYNAMIC: "TESSELLATION" "0..0" [vs30] [PC] // DYNAMIC: "TESSELLATION" "0..0" [CONSOLE] // DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC] // DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC] // DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE] // DYNAMIC: "STATICLIGHT3" "0..2"
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo // SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [vs20] [PC]
// SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL) // SKIP: ($TREESWAY) && ($MORPHING) // SKIP: ($TREESWAY) && ($TESSELLATION) // SKIP: ( $TREESWAY ) && ( $SEAMLESS_DETAIL || $SEAMLESS_BASE )
// SKIP: ( $SFM == 0 ) && ( $MORPHING ) // SKIP: ( $SFM == 0 ) && ( $TESSELLATION )
// This blows instruction limits and isn't used // That is, non-static-control flow is only on MacOS, which doesn't use HARDWAREFOGBLEND // SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 1 ) && ( $HARDWAREFOGBLEND )
#include "common_fog_vs_supportsvertexfog_fxc.h"
// When tessellating, we don't have room in the super-prim vertices for more colors, tex coords or objects space positions // SKIP: ( $STATICLIGHT3 || $VERTEXCOLOR || $SEAMLESS_BASE || $SEAMLESS_DETAIL || $SEPARATE_DETAIL_UVS || $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION #include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false; static const int g_FogType = DOWATERFOG; static const bool g_bVertexColor = VERTEXCOLOR ? true : false; static const bool g_bCubemap = CUBEMAP ? true : false; static const bool g_bFlashlight = FLASHLIGHT ? true : false; static const bool g_bHalfLambert = HALFLAMBERT ? true : false; #if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL) static const bool g_bDecalOffset = true; #else static const bool g_bDecalOffset = false; #endif
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
#if ( LIGHTING_PREVIEW == 3 ) const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_2 ); #define g_flStaticLightEnabled 0 #else const float4 g_flStaticLightEnabled_vCSMLightColor : register( SHADER_SPECIFIC_CONST_2 ); #define g_flStaticLightEnabled (g_flStaticLightEnabled_vCSMLightColor.x) #define g_vCSMLightColor (g_flStaticLightEnabled_vCSMLightColor.yzw) #endif
#if ( CASCADED_SHADOW_MAPPING == 0 ) const float4 g_vMiscParams1 : register( SHADER_SPECIFIC_CONST_3 );
#if ( SEAMLESS_DETAIL || SEAMLESS_BASE ) #define SEAMLESS_SCALE g_vMiscParams1.x #elif TESSELLATION #define g_SubDControls g_vMiscParams1 #endif #endif // CASCADED_SHADOW_MAPPING
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5 const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9
const float4 g_vMiscParams2 : register( SHADER_SPECIFIC_CONST_12 ); #define cSinglePassFlashlight g_vMiscParams2.x
const float4 g_vMiscParams3 : register( SHADER_SPECIFIC_CONST_10 ); const float4 g_vMiscParams4 : register( SHADER_SPECIFIC_CONST_11 );
#if ( CASCADED_SHADOW_MAPPING ) const float4x4 g_matWorldToShadowTexMatrices[2] : register( SHADER_SPECIFIC_CONST_CSM_0 ); const float4 g_matWorldToShadowTexMatrix0_z : register( SHADER_SPECIFIC_CONST_CSM_1 ); #endif
#if ( TREESWAY ) #define g_flTime g_vMiscParams2.y #define g_vWindDir g_vMiscParams2.zw
#define g_flFastSwaySpeedScale g_vMiscParams1.x #define g_flScrumbleFalloffCurve g_vMiscParams1.y #define g_flSwayFalloffCurve g_vMiscParams1.z #define g_flScrumbleSpeed g_vMiscParams1.w
#define g_flHeight g_vMiscParams3.x #define g_flStartHeight g_vMiscParams3.y #define g_flRadius g_vMiscParams3.z #define g_flStartRadius g_vMiscParams3.w
#define g_flSwaySpeed g_vMiscParams4.x #define g_flSwayIntensity g_vMiscParams4.y #define g_flScrumbleWaveCount g_vMiscParams4.z #define g_flScrumbleIntensity g_vMiscParams4.w
#define g_flWindSpeedLerpStart cDetailTexCoordTransform[0].x #define g_flWindSpeedLerpEnd cDetailTexCoordTransform[0].y #endif
#if ( MORPHING ) // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph #define cMorphTargetTextureDim g_vMiscParams3 #define cMorphSubrect g_vMiscParams4 sampler2D morphSampler : register( s0 ); #endif
#if ( TESSELLATION )
// VS_INPUT defined in header #include "tessellation_vs_fxc.h" sampler2D BezierSampler : register( s1 ); sampler2D DispSampler : register( s2 );
#else // no TESSELLATION
struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL;
#if VERTEXCOLOR float4 vColor : COLOR0; #else #if DECAL float4 vStaticLight : COLOR0; #else float4 vStaticLight : COLOR1; #endif #if STATICLIGHT3 float4 vStaticLight2 : COLOR2; float4 vStaticLight3 : COLOR3; #endif #endif
// make these float2's and stick the [n n 0 1] in the dot math. float4 vTexCoord0 : TEXCOORD0; float4 vTexCoord1 : TEXCOORD1; float4 vTexCoord2 : TEXCOORD2; float4 vTexCoord3 : TEXCOORD3; // Position and normal/tangent deltas float3 vPosFlex : POSITION1; float3 vNormalFlex : NORMAL1; #if ( SFM ) float vVertexID : POSITION2; #endif };
#endif // TESSELLATION
struct VS_OUTPUT { // Stuff that isn't seen by the pixel shader float4 projPos : POSITION; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif // Stuff that is seen by the pixel shader float4 baseTexCoord_baseTexCoord2u : TEXCOORD0; // Base texture coordinates in .xy, seamless in .xyz, 2nd (decal) uv set 'u' in .w float4 detailTexCoord_baseTexCoord2v : TEXCOORD1; // Detail texture coordinates in .xy, seamless in .xyz, 2nd (decal) uv set 'v' in .w
float4 vWorldNormal_fogFactorW : TEXCOORD2; // world space normal in .xyz, fog factor in .w
float4 vWorldPos_csmXform0z : TEXCOORD3; // world pos in .xyz, csm lightToWorldxformcascade0.z in .w
float4 directionalLightingColor_flShadowDimScalar : TEXCOORD4;
float4 csmXform0or1_csmXform2 : TEXCOORD5; // csm lightToWorldxformcascade0 or 1.xy in .xy lightToWorldxformcascade2.xy in .zw float4 color : TEXCOORD6; // vertex color from lighting or unlit in .xyz
float4 vProjPos : TEXCOORD7; // proj pos .xyzw
#if FLASHLIGHT && defined( SHADER_MODEL_VS_3_0 ) float4 flashlightSpacePos : TEXCOORD8; #endif
#if SEAMLESS_DETAIL || SEAMLESS_BASE float3 SeamlessWeights : COLOR0; // x y z projection weights #endif };
#include "tree_sway.h"
float Luminance( float3 cColor ) { // Formula for calculating luminance based on NTSC standard return dot( cColor.rgb, float3( 0.2125, 0.7154, 0.0721 ) ); }
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT ) 0 ;
bool bDynamicLight = DYNAMIC_LIGHT ? true : false; bool bStaticLight = g_flStaticLightEnabled ? true : false; bool bDoLighting = !g_bVertexColor && ( bDynamicLight || bStaticLight);
float3 worldPos;
#if ( TESSELLATION ) { EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler, o.vWorldNormal_fogFactorW.xyz, worldPos, o.baseTexCoord_baseTexCoord2u.xy, o.detailTexCoord_baseTexCoord2v.xy );
float3 vDummySpecular = float3(0,0,0); o.color_csmXform0z.xyz = DoLighting( worldPos, o.vWorldNormal_fogFactorW.xyz, vDummySpecular, bStaticLight, bDynamicLight, g_bHalfLambert ); } #else // no TESSELLATION { float4 vPosition = v.vPos; float3 vNormal = 0;
if ( bDoLighting || FLASHLIGHT || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP ) { // The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain) DecompressVertex_Normal( v.vNormal, vNormal ); } else { if ( SEAMLESS_BASE || SEAMLESS_DETAIL || g_bDecalOffset || g_bFlashlight ) { // The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain) DecompressVertex_Normal( v.vNormal, vNormal ); } } #if ( SEAMLESS_BASE || SEAMLESS_DETAIL ) { // compute blend weights in rgb float3 NNormal = normalize( vNormal ); o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1. } #endif #if ( !MORPHING ) { ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal ); } #else { ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal ); } #endif #if ( TREESWAY ) { vPosition.xyz = ComputeTreeSway( vPosition.xyz, g_flTime ); } #endif
SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, o.vWorldNormal_fogFactorW.xyz );
if ( !g_bVertexColor ) { o.vWorldNormal_fogFactorW.xyz = normalize( o.vWorldNormal_fogFactorW.xyz ); }
#if ( MORPHING && DECAL ) { // Avoid z precision errors worldPos += o.vWorldNormal_fogFactorW.xyz * 0.05f * v.vTexCoord2.z; } #endif
o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f ); #if ( !FLASHLIGHT ) && ( defined( _GAMECONSOLE ) || defined ( SHADER_MODEL_VS_3_0 ) || ( CASCADED_SHADOW_MAPPING == 1 ) ) { o.directionalLightingColor_flShadowDimScalar = float4( 0.0f, 0.0f, 0.0f, 0.0f ); } #endif
#if ( VERTEXCOLOR ) { // Assume that this is unlitgeneric if you are using vertex color. o.color.rgb = GammaToLinear( v.vColor.rgb ); o.color.a = v.vColor.a; } #else { float4 staticLightColor;
float3 vDirectLighting = float3(0.0f, 0.0f, 0.0f);
// Compute vertex lighting #if ( STATICLIGHT3 != 0 ) { // We always assume three incoming streams. // They will not be equal if bumped data is taking this path as part of a lower gpu_level setting. // They will be equal otherwise. // Take the average of incoming streams for PS to use (after converting to linear space). staticLightColor.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright ); staticLightColor.rgb += GammaToLinear( v.vStaticLight2.rgb * cOverbright ); staticLightColor.rgb += GammaToLinear( v.vStaticLight3.rgb * cOverbright ); // .a already in linear space staticLightColor.a = ( v.vStaticLight.a + v.vStaticLight2.a + v.vStaticLight3.a );
staticLightColor /= 3.0f;
#if ( ( FLATTEN_STATIC_CONTROL_FLOW == 0 ) || defined ( SHADER_MODEL_VS_3_0 ) ) { float3 dynamicLighting = float3( 0.0f, 0.0f, 0.0f );
#if ( STATICLIGHT3 == 1 )
// explicitly add dynamic lights (without adding ambient cube) if ( bDynamicLight ) { for ( int i = 0; i < g_nLightCount; i++ ) { dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, i, g_bHalfLambert ); } }
// Sunlight light baked into static light. #if ( CSM_BLENDING == 1 ) // Remove sunlight from baked lighting, leaving only indirect. o.directionalLightingColor_flShadowDimScalar.rgb = g_vCSMLightColor * staticLightColor.a; staticLightColor.rgb -= o.directionalLightingColor_flShadowDimScalar.rgb; #else o.directionalLightingColor_flShadowDimScalar.rgb = float3( 0.0f, 0.0f, 0.0f ); #endif #else
// STATICLIGHT3 == 2 => indirect lighting only is baked (model classified as phong as far as static lighting is concerned if any materials contain $phong) // explicitly add dynamic lights (without adding ambient cube) // dynamic lighting, 0th light is CSM light in this path. We skip it and apply in the pixel shader using baked direct lighting intensity // stored in o.directionalLightingColor_flShadowDimScalar.a (from baked lighting data) for ( int i = 0; i < g_nLightCount; i++ ) { if (i > 0) // starting loop at i == 1 causes warning about forcing the loop to unroll { dynamicLighting.rgb += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, i, g_bHalfLambert ); } } o.directionalLightingColor_flShadowDimScalar.rgb = cLightInfo[0].color.rgb * staticLightColor.a; #endif
o.color.rgb = staticLightColor.rgb + dynamicLighting.rgb; } #else { float3 dynamicLighting = float3( 0.0f, 0.0f, 0.0f );
#if ( STATICLIGHT3 == 1 ) // explicitly add dynamic lights (without adding ambient cube) if( bDynamicLight ) // Ambient light { if ( NUM_LIGHTS >= 1 ) dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 0, g_bHalfLambert ); if ( NUM_LIGHTS >= 2 ) dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 1, g_bHalfLambert ); if ( NUM_LIGHTS >= 3 ) dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 2, g_bHalfLambert ); if ( NUM_LIGHTS >= 4 ) dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 3, g_bHalfLambert ); }
// Sunlight light baked into static light. #if ( CSM_BLENDING == 1 ) // Remove sunlight from baked lighting, leaving only indirect. o.directionalLightingColor_flShadowDimScalar.rgb = g_vCSMLightColor * staticLightColor.a; staticLightColor.rgb -= o.directionalLightingColor_flShadowDimScalar.rgb; #else o.directionalLightingColor_flShadowDimScalar.rgb = float3( 0.0f, 0.0f, 0.0f ); #endif #else
// STATICLIGHT3 == 2 => indirect lighting only is baked (model classified as phong as far as static lighting is concerned if any materials contain $phong) // explicitly add dynamic lights (without adding ambient cube) // dynamic lighting, 0th light is CSM light in this path. We skip it and apply in the pixel shader using baked direct lighting intensity // stored in o.directionalLightingColor_flShadowDimScalar.a (from baked lighting data) if ( NUM_LIGHTS >= 2 ) dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 1, g_bHalfLambert ); if ( NUM_LIGHTS >= 3 ) dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 2, g_bHalfLambert ); if ( NUM_LIGHTS >= 4 ) dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 3, g_bHalfLambert );
o.directionalLightingColor_flShadowDimScalar.rgb = cLightInfo[0].color.rgb * staticLightColor.a; #endif
o.color.rgb = staticLightColor.rgb + dynamicLighting.rgb; } #endif } #else { // Single vertex light stream. Typically dynamic props and static props in very old maps.
staticLightColor = v.vStaticLight;
// Note: PS3 treats the color as a 4-vector, big-endian RGBA (as in .rgba <=> .xyzw), hence we need to build the color channels in correct order for PS3 (see e.g. imesh.h) #if ( ( FLATTEN_STATIC_CONTROL_FLOW == 0 ) || defined ( SHADER_MODEL_VS_3_0 ) ) { if ( bStaticLight ) { o.color.xyz = DoLighting( worldPos, o.vWorldNormal_fogFactorW.xyz, staticLightColor.xyz, bStaticLight, bDynamicLight, g_bHalfLambert ); } else { // dynamic lighting only => 0th dlight is the csm casting light o.color.xyz = DoLightingSeparateDirectional( worldPos, o.vWorldNormal_fogFactorW.xyz, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, vDirectLighting.rgb ); #if ( DECAL==0 ) o.directionalLightingColor_flShadowDimScalar.rgb = vDirectLighting.rgb; #endif } } #else { o.color.xyz = DoLightingUnrolled( worldPos, o.vWorldNormal_fogFactorW.xyz, staticLightColor.xyz, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS ); } #endif } #endif
#if ( !FLASHLIGHT ) && ( defined( _GAMECONSOLE ) || defined ( SHADER_MODEL_VS_3_0 ) || ( CASCADED_SHADOW_MAPPING == 1 ) ) { #if (DECAL) #if ( CSM_BLENDING == 1 ) float flSunAmount = CosineTermInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 0, g_bHalfLambert ) * v.vStaticLight.w; o.directionalLightingColor_flShadowDimScalar.rgb *= v.vStaticLight.w; o.directionalLightingColor_flShadowDimScalar.a = flSunAmount; #else o.directionalLightingColor_flShadowDimScalar.a = 0.0; #endif #else if ( bStaticLight ) { #if ( CSM_BLENDING == 1 ) o.directionalLightingColor_flShadowDimScalar.a = staticLightColor.a; #else float flSunPercent = 1.0 - staticLightColor.a; float flSunAmount = flSunPercent * Luminance( GammaToLinear( staticLightColor.rgb * cOverbright ) ); o.directionalLightingColor_flShadowDimScalar.a = flSunAmount; #endif } else { o.directionalLightingColor_flShadowDimScalar.a = 0.0; } #endif } #endif } #endif #if ( SEAMLESS_BASE ) { o.baseTexCoord_baseTexCoord2u.xyz = SEAMLESS_SCALE * v.vPos.xyz; } #else { // Base texture coordinates o.baseTexCoord_baseTexCoord2u.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); o.baseTexCoord_baseTexCoord2u.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); } #endif
#if ( SEAMLESS_DETAIL ) { // FIXME: detail texcoord as a 2d xform doesn't make much sense here, so I just do enough so // that scale works. More smartness could allow 3d xform. o.detailTexCoord_baseTexCoord2v.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz; } #else { #if ( TREE_SWAY ) { o.detailTexCoord_baseTexCoord2v.xy = v.vTexCoord0; } #else { // Detail texture coordinates // FIXME: This shouldn't have to be computed all the time. o.detailTexCoord_baseTexCoord2v.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] ); o.detailTexCoord_baseTexCoord2v.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] ); } #endif } #endif
#if ( SEPARATE_DETAIL_UVS ) { o.detailTexCoord_baseTexCoord2v.xy = v.vTexCoord1.xy; } #else { // 2nd uv set, pass through for now o.baseTexCoord_baseTexCoord2u.w = v.vTexCoord1.x; o.detailTexCoord_baseTexCoord2v.w = v.vTexCoord1.y; } #endif } #endif // TESSELLATION
#if ( !defined( _GAMECONSOLE ) && FLASHLIGHT ) { //zero out the vertex color in additive two-pass flashlight mode o.color.rgb *= cSinglePassFlashlight.x; } #endif // Transform into projection space o.projPos = mul( float4( worldPos, 1 ), cViewProj );
#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.vProjPos = o.projPos;
o.vWorldPos_csmXform0z.xyz = worldPos; #if ( LIGHTING_PREVIEW == 3 ) { o.vProjPos.z = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth } #endif
#if ( LIGHTING_PREVIEW ) { float d = 0.2 + abs( dot( normalize(worldPos.xyz - cEyePos.xyz), o.vWorldNormal_fogFactorW.xyz ) ); o.color.xyz = float3( d, d, d ); } #endif
#if ( FLASHLIGHT ) && defined( SHADER_MODEL_VS_3_0 ) { o.flashlightSpacePos = TransformFlashlightWorldToTexture( worldPos, g_FlashlightWorldToTexture ); } #endif
#if ( HARDWAREFOGBLEND ) { o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); } #endif #if ( !DOPIXELFOG && !HARDWAREFOGBLEND ) { o.vWorldNormal_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType ); } #endif
#if( CASCADED_SHADOW_MAPPING ) { float4 worldPos = float4( o.vWorldPos_csmXform0z.xyz, 1.0f );
o.csmXform0or1_csmXform2.xy = mul( worldPos, g_matWorldToShadowTexMatrices[0] ).xy; o.csmXform0or1_csmXform2.zw = mul( worldPos, g_matWorldToShadowTexMatrices[1] ).xy; o.vWorldPos_csmXform0z.w = mul( worldPos, g_matWorldToShadowTexMatrix0_z ); } #endif return o; }
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