//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // // Purpose: // //===========================================================================// // STATIC: "NORMALMAP" "0..1" // STATIC: "WORLDVERTEXTRANSITION" "0..1" // STATIC: "SEAMLESS" "0..1" // STATIC: "DETAIL" "0..1" #include "common_fog_vs_supportsvertexfog_fxc.h" #include "common_vs_fxc.h" const float3 g_FlashlightPos : register( SHADER_SPECIFIC_CONST_0 ); const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_1 ); const float4 g_FlashlightAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 ); #if SEAMLESS const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_6 ); #define SEAMLESS_SCALE (SeamlessScale.x) #endif const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 ); const float4 cNormalMapOrDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 ); static const int g_FogType = DOWATERFOG; struct VS_INPUT { float3 vPos : POSITION; //This HAS to match lightmappedgeneric_vs20.fxc's position input. Otherwise depth fighting errors occur on the 360 float4 vNormal : NORMAL; float2 vBaseTexCoord : TEXCOORD0; #if WORLDVERTEXTRANSITION float2 vLightmapTexCoord : TEXCOORD1; float4 vColor : COLOR0; #endif #if NORMALMAP float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; #endif }; struct VS_OUTPUT { float4 projPos : POSITION; #if HARDWAREFOGBLEND float fog : FOG; #endif float4 spotTexCoord : TEXCOORD0; #if SEAMLESS float3 SeamlessTexCoord : TEXCOORD1; #else float2 baseTexCoord : TEXCOORD1; #endif #if NORMALMAP float3 tangentPosToLightVector : TEXCOORD2; float2 normalMapTexCoord : TEXCOORD3; #else float3 worldPosToLightVector : TEXCOORD2; float3 normal : TEXCOORD3; #endif float2 detailCoords : TEXCOORD4; float4 worldPos_worldTransition : TEXCOORD5; #if HARDWAREFOGBLEND || DOPIXELFOG float3 projPos_fogFactorW : TEXCOORD6; #else float4 projPos_fogFactorW : TEXCOORD6; #endif float4 vNormalSqr : COLOR1; }; float RemapValClamped( float val, float A, float B, float C, float D) { float cVal = (val - A) / (B - A); cVal = saturate( cVal ); return C + (D - C) * cVal; } VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = (VS_OUTPUT)0; float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal ); float4 projPos; float3 worldPos; float3 worldNormal; float3 eyeVector; //Projection math HAS to match lightmappedgeneric_vs20.fxc's math exactly. Otherwise depth fighting errors occur on the 360 worldPos = mul4x3( float4( v.vPos, 1 ), cModel[0] ); 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.projPos_fogFactorW.xyz = projPos.xyw; worldNormal = mul3x3( vObjNormal, ( float3x3 )cModel[0] ); o.worldPos_worldTransition = float4( worldPos.xyz, 1.0f ); #if HARDWAREFOGBLEND o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); #endif #if !DOPIXELFOG && !HARDWAREFOGBLEND o.projPos_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType ); #endif #if NORMALMAP float3 worldTangentS = mul3x3( v.vTangentS, ( float3x3 )cModel[0] ); float3 worldTangentT = mul3x3( v.vTangentT, ( float3x3 )cModel[0] ); #endif #if SEAMLESS float3 vNormal=normalize( worldNormal ); o.vNormalSqr.xyz = vNormal * vNormal; // sums to 1. o.SeamlessTexCoord = SEAMLESS_SCALE*worldPos; // Generate new tangent and binormal with seamless projection #if NORMALMAP // Brute-force for prototype - This must match the projection in the pixel shader! //float3 vVecX = { 1.0f, 0.0f, 0.0f }; //float3 vVecY = { 0.0f, 1.0f, 0.0f }; //float3 vVecZ = { 0.0f, 0.0f, 1.0f }; //worldTangentS.xyz = normalize( ( o.vNormalSqr.x * vVecZ.xyz ) + ( o.vNormalSqr.y * vVecX.xyz ) + ( o.vNormalSqr.z * vVecX.xyz ) ); //worldTangentT.xyz = normalize( ( o.vNormalSqr.x * vVecY.xyz ) + ( o.vNormalSqr.y * vVecZ.xyz ) + ( o.vNormalSqr.z * vVecY.xyz ) ); // Optimized version - This must match the projection in the pixel shader! worldTangentS.xyz = normalize( float3( o.vNormalSqr.y + o.vNormalSqr.z, 0.0f, o.vNormalSqr.x ) ); worldTangentT.xyz = normalize( float3( 0.0f, o.vNormalSqr.x + o.vNormalSqr.z, o.vNormalSqr.y ) ); #endif #else #if (SEAMLESS == 0 ) o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0].xy ) + cBaseTexCoordTransform[0].w; o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1].xy ) + cBaseTexCoordTransform[1].w; #endif #endif float4 spotTexCoord = TransformFlashlightWorldToTexture( worldPos, g_FlashlightWorldToTexture ); o.spotTexCoord = spotTexCoord.xyzw; float3 worldPosToLightVector = g_FlashlightPos - worldPos; #if NORMALMAP #if (DETAIL == 0) o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0].xy ) + cNormalMapOrDetailTexCoordTransform[0].w; o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1].xy ) + cNormalMapOrDetailTexCoordTransform[1].w; #else #if SEAMLESS o.normalMapTexCoord = v.vBaseTexCoord; #else o.normalMapTexCoord = o.baseTexCoord; #endif #endif o.tangentPosToLightVector.x = dot( worldPosToLightVector, worldTangentS ); o.tangentPosToLightVector.y = dot( worldPosToLightVector, worldTangentT ); o.tangentPosToLightVector.z = dot( worldPosToLightVector, worldNormal ); #else o.worldPosToLightVector = worldPosToLightVector; o.normal = worldNormal; #endif #if DETAIL o.detailCoords.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0].xy ) + cNormalMapOrDetailTexCoordTransform[0].w; o.detailCoords.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1].xy ) + cNormalMapOrDetailTexCoordTransform[1].w; #else o.detailCoords = float2(0,0); #endif //float3 delta = worldPosToLightVector; //float distSquared = dot( delta, delta ); //float dist = sqrt( distSquared ); //float farZ = g_FlashlightAttenuationFactors.w; //float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f ); //o.projPos_atten.w = endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ); //o.projPos_atten.w = saturate( o.projPos_atten.w ); #if WORLDVERTEXTRANSITION o.worldPos_worldTransition.w = v.vColor.w; #endif return o; }