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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "HALFLAMBERT" "0..1" // STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC] // STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE]
// DYNAMIC: "COMPRESSED_VERTS" "0..1" #include "common_fog_vs_fxc.h" // DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..0" [ = false ] // DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC] // DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE]
// 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: $DOWATERFOG
#include "vortwarp_vs20_helper.h"
static const bool g_bSkinning = SKINNING ? true : false; static const int g_FogType = DOWATERFOG;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 const4 : register( SHADER_SPECIFIC_CONST_4 ); #define g_Time const4.w #define modelOrigin const4.xyz
#ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
sampler2D morphSampler : register( s0 ); #endif
//----------------------------------------------------------------------------- // Input vertex format //----------------------------------------------------------------------------- struct VS_INPUT { // This is all of the stuff that we ever use. float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL; float4 vColor : COLOR0; float3 vSpecular : COLOR1; // 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; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; float4 vUserData : TANGENT;
// Position and normal/tangent deltas float3 vPosFlex : POSITION1; float3 vNormalFlex : NORMAL1; #ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif };
//----------------------------------------------------------------------------- // Output vertex format //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif
float4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0; // bump mapping and a separate envmap mask texture are mutually exclusive. float4 lightAtten : TEXCOORD1; float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2; float3x3 tangentSpaceTranspose : TEXCOORD3; // second row : TEXCOORD4; // third row : TEXCOORD5; float4 worldPos_projPosZ : TEXCOORD6; };
//----------------------------------------------------------------------------- // Main shader entry point //----------------------------------------------------------------------------- VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos; float3 vNormal; float4 vTangent;
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal, vTangent.xyz ); #endif
// Perform skinning float3 worldNormal, worldPos, worldTangentS, worldTangentT; SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal, worldTangentS, worldTangentT );
WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, worldTangentS, worldTangentT );
// Always normalize since flex path is controlled by runtime // constant not a shader combo and will always generate the normalization worldNormal = normalize( worldNormal ); worldTangentS = normalize( worldTangentS ); worldTangentT = normalize( worldTangentT );
// Transform into projection space float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = projPos; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); #endif
// Needed for water fog alpha and diffuse lighting // FIXME: we shouldn't have to compute this all the time. o.worldPos_projPosZ = float4( worldPos, projPos.z );
// Needed for cubemapping + parallax mapping // FIXME: We shouldn't have to compute this all the time. o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
#if ( defined ( SHADER_MODEL_VS_2_0 ) && ( FLATTEN_STATIC_CONTROL_FLOW ) ) o.lightAtten = float4(0,0,0,0); #if ( NUM_LIGHTS > 0 ) o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false ); #endif #if ( NUM_LIGHTS > 1 ) o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false ); #endif #if ( NUM_LIGHTS > 2 ) o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false ); #endif #if ( NUM_LIGHTS > 3 ) o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false ); #endif #else // Scalar light attenuation o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true ); o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true ); o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true ); o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, true ); #endif
// Base texture coordinate transform o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
// Tangent space transform o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x ); o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y ); o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
return o; }
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