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// ------------------------------------------------------------------------------ // $cLight0Pos = world space light position // $SHADER_SPECIFIC_CONST_1 = spotlight projection // $SHADER_SPECIFIC_CONST_2 = spotlight projection // $SHADER_SPECIFIC_CONST_3 = spotlight projection // $SHADER_SPECIFIC_CONST_4 = spotlight projection // $SHADER_SPECIFIC_CONST_5 = far z // $SHADER_SPECIFIC_CONST_6 = eyeball origin // $SHADER_SPECIFIC_CONST_7 = eyeball up * 0.5 // $SHADER_SPECIFIC_CONST_8 = iris projection U // $SHADER_SPECIFIC_CONST_9 = iris projection V // ------------------------------------------------------------------------------
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" #include "common_fog_vs_fxc.h"
// DYNAMIC: "MORPHING" "0..0" [ = false ]
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false; static const int g_FogType = DOWATERFOG;
const float4 cLightPosition : register( SHADER_SPECIFIC_CONST_0 ); const float4 cSpotlightProj1 : register( SHADER_SPECIFIC_CONST_1 ); const float4 cSpotlightProj2 : register( SHADER_SPECIFIC_CONST_2 ); const float4 cSpotlightProj3 : register( SHADER_SPECIFIC_CONST_3 ); const float4 cSpotlightProj4 : register( SHADER_SPECIFIC_CONST_4 ); const float4 cFlashlighAtten : register( SHADER_SPECIFIC_CONST_5 ); // const, linear, quadratic & farZ const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_8 ); const float4 cIrisProjectionV : register( SHADER_SPECIFIC_CONST_9 );
#ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
sampler2D morphSampler : register( s0 ); #endif
struct VS_INPUT { float4 vPos : POSITION; // Position float4 vBoneWeights : BLENDWEIGHT; // Skin weights float4 vBoneIndices : BLENDINDICES; // Skin indices float4 vNormal : NORMAL; float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
// Position and normal/tangent deltas float3 vPosFlex : POSITION1; float3 vNormalFlex : NORMAL1; #ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif };
struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; // Fixed-function fog factor #endif float4 spotTexCoord : TEXCOORD0; // Spotlight texture coordinates float2 baseTexCoord : TEXCOORD1; // Base texture coordinates float2 irisTexCoord : TEXCOORD3; // Iris texture coordinates float3 vertAtten : TEXCOORD4; // vertex attenuation float3 worldPos : TEXCOORD5; float3 projPosXYZ : TEXCOORD7; };
float RemapValClamped_01( float val, float A, float B ) { float cVal = (val - A) / (B - A); cVal = saturate( cVal ); return cVal; }
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos; float3 vNormal; DecompressVertex_Normal( v.vNormal, vNormal );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal ); #endif
// Perform skinning float3 worldNormal, worldPos; SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
worldNormal = normalize( worldNormal );
// Transform into projection space float4 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.projPosXYZ = projPos.xyz; o.worldPos = worldPos.xyz;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); #endif
// Base texture coordinates o.baseTexCoord = v.vTexCoord0;
// Spotlight texture coordinates o.spotTexCoord.x = dot( cSpotlightProj1, float4(worldPos, 1) ); o.spotTexCoord.y = dot( cSpotlightProj2, float4(worldPos, 1) ); o.spotTexCoord.z = dot( cSpotlightProj3, float4(worldPos, 1) ); o.spotTexCoord.w = dot( cSpotlightProj4, float4(worldPos, 1) );
// Compute vector to light float3 vWorldPosToLightVector = cLightPosition.xyz - worldPos;
float3 vDistAtten = float3(1, 1, 1); vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector ); // distsquared vDistAtten.y = rsqrt( vDistAtten.z ); // 1 / dist
float flDist = vDistAtten.z * vDistAtten.y; // dist vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared
float fFarZ = cFlashlighAtten.w;
float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ ); o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz ); o.vertAtten *= dot( normalize( vWorldPosToLightVector ), worldNormal );
o.irisTexCoord.x = dot( cIrisProjectionU, float4(worldPos, 1) ); o.irisTexCoord.y = dot( cIrisProjectionV, float4(worldPos, 1) );
return o; }
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