//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "BUMPMAP" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ] // Includes #include "common_vs_fxc.h" // Globals static const bool g_bSkinning = SKINNING ? true : false; const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); #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( D3DVERTEXTEXTURESAMPLER0, s0 ); #endif // Structs struct VS_INPUT { float4 vPos : POSITION; // Position float4 vNormal : NORMAL; // Normal float4 vBoneWeights : BLENDWEIGHT; // Skin weights float4 vBoneIndices : BLENDINDICES; // Skin indices float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates #if BUMPMAP float4 vTangent : TANGENT; #endif // 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 vProjPosition : POSITION; // Projection-space position float3 vWorldNormal : TEXCOORD0; // World-space normal float3 vProjPosForRefract : TEXCOORD1; float3 vWorldViewVector : TEXCOORD2; #if BUMPMAP float3x3 mTangentSpaceTranspose : TEXCOORD3; // second row : TEXCOORD4; // third row : TEXCOORD5; float2 vTexCoord0 : TEXCOORD6; #endif }; // Main VS_OUTPUT main( const VS_INPUT i ) { VS_OUTPUT o; // Flexes coming in from a separate stream (contribution masked by cFlexScale.x) float4 vObjPosition = i.vPos; float3 vObjNormal; #if BUMPMAP float4 vObjTangent; DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent ); #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal, vObjTangent.xyz ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz, vObjNormal, vObjTangent.xyz ); #endif #else // !BUMPMAP DecompressVertex_Normal( i.vNormal, vObjNormal ); #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz, vObjNormal ); #endif #endif // Transform the position float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; float3 vWorldNormal = { 0.0f, 0.0f, 0.0f }; #if BUMPMAP float3 vWorldTangent = { 0.0f, 0.0f, 0.0f }; float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f }; SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal ); #else SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal.xyz, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal ); #endif o.vWorldNormal.xyz = normalize( vWorldNormal.xyz ); // Transform into projection space float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); // Map projected position to the refraction texture float2 vRefractPos; vRefractPos.x = vProjPosition.x; vRefractPos.y = -vProjPosition.y; // Invert Y vRefractPos = (vRefractPos + vProjPosition.w) * 0.5f; o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w); #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] vProjPosition.y = -vProjPosition.y; vProjPosition.z = 2.0f * vProjPosition.z - vProjPosition.w; #endif // _PS3 o.vProjPosition = vProjPosition; // View vector float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz); o.vWorldViewVector.xyz = vWorldViewVector.xyz; // Tangent space transform #if BUMPMAP o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x ); o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y ); o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z ); #endif // Texture coordinates #if BUMPMAP o.vTexCoord0.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0].xy ); o.vTexCoord0.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1].xy ); #endif return o; }