//============ Copyright (c) Valve Corporation, All rights reserved. ============ // STATIC: "BASETEXTURE" "0..1" // STATIC: "MULTITEXTURE" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "LIGHTMAPWATERFOG" "0..1" // STATIC: "FLOWMAP" "0..1" // Multitexture and basetexture are mutually exclusive. // SKIP: $MULTITEXTURE && $BASETEXTURE // flowmap doesn't play with multitexture or basetexture // SKIP: $FLOWMAP && $MULTITEXTURE // Have to have the flashlight on to get flashlightshadows. // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) // basetexture doesn't work with flashlight or lightmapwaterfog. multitexture doesn't either. We don't use basetexture or multitexture in newer code and instead use flowmap and flashlight. // SKIP: ( $FLASHLIGHT || $LIGHTMAPWATERFOG ) && ( ( $BASETEXTURE && !$FLOWMAP ) || $MULTITEXTURE ) #include "common_vs_fxc.h" const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 ); #if FLASHLIGHT const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_4 ); #endif struct VS_INPUT { float4 vPos : POSITION; float4 vNormal : NORMAL; float4 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; float2 vLightmapTexCoordOffset : TEXCOORD2; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL0; }; struct VS_OUTPUT { float4 vProjPos_POSITION : POSITION; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif float2 vBumpTexCoord : TEXCOORD0; float3 vPositionToCameraRayWs : TEXCOORD1; float4 vReflectXY_vRefractYX : TEXCOORD2; float4 vProjPos : TEXCOORD3; float3 worldPos : TEXCOORD4; #if FLASHLIGHT float4 flashlightSpacePos : TEXCOORD5; #endif #if MULTITEXTURE float4 vExtraBumpTexCoord : TEXCOORD5; #endif #if ( BASETEXTURE && !FLOWMAP ) float4 lightmapTexCoord1And2 : TEXCOORD5; float2 lightmapTexCoord3 : TEXCOORD6; #endif #if LIGHTMAPWATERFOG float2 lightmapTexCoord : TEXCOORD7; #endif }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o; float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal ); // Projected position float3 vWorldPos = mul4x3( v.vPos, cModel[0] ); float4 vProjPos = mul( float4( vWorldPos, 1 ), cViewProj ); o.vProjPos = o.vProjPos_POSITION = vProjPos; // Project tangent basis float2 vProjTangentS = mul( v.vTangentS, cViewProj ).xy; float2 vProjTangentT = mul( v.vTangentT, cViewProj ).xy; // Map projected position to the reflection texture float2 vReflectPos; vReflectPos = (vProjPos.xy + vProjPos.w) * 0.5f; // Map projected position to the refraction texture float2 vRefractPos; vRefractPos.x = vProjPos.x; vRefractPos.y = -vProjPos.y; // invert Y vRefractPos = (vRefractPos + vProjPos.w) * 0.5f; // Reflection transform o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x ); #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.vProjPos_POSITION.y = -o.vProjPos_POSITION.y; o.vProjPos_POSITION.z = 2.0f * o.vProjPos_POSITION.z - o.vProjPos_POSITION.w; #endif // _PS3 // Compute fog based on the position o.worldPos = vWorldPos; #if ( !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) ) { o.fog = CalcFixedFunctionFog( vWorldPos, FOGTYPE_RANGE ); } #endif // Eye vector float3 vPositionToCameraRayWs = cEyePos.xyz - vWorldPos.xyz; // Transform to the tangent space //o.vTangentEyeVect.x = dot( vPositionToCameraRayWs, v.vTangentS ); //o.vTangentEyeVect.y = dot( vPositionToCameraRayWs, v.vTangentT ); //o.vTangentEyeVect.z = dot( vPositionToCameraRayWs, vObjNormal ); o.vPositionToCameraRayWs.xyz = vPositionToCameraRayWs.xyz; // Tranform bump coordinates o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); float f45x=v.vBaseTexCoord.x+v.vBaseTexCoord.y; float f45y=v.vBaseTexCoord.y-v.vBaseTexCoord.x; #if ( MULTITEXTURE ) { o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x; o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y; o.vExtraBumpTexCoord.z=v.vBaseTexCoord.y*0.45+TexOffsets.z; o.vExtraBumpTexCoord.w=v.vBaseTexCoord.x*0.45+TexOffsets.w; } #endif #if ( BASETEXTURE && !FLOWMAP ) { 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; } #endif #if LIGHTMAPWATERFOG { o.lightmapTexCoord.xy = v.vLightmapTexCoord.xy; } #endif #if FLASHLIGHT { o.flashlightSpacePos = TransformFlashlightWorldToTexture( vWorldPos, g_FlashlightWorldToTexture ); } #endif return o; }