//========== Copyright (c) Valve Corporation, All rights reserved. ==========//

// 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: "STATIC_LIGHT"					"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]

#include "vortwarp_vs20_helper.h"

static const int g_FogType			= DOWATERFOG;
static const bool g_bSkinning		= SKINNING ? true : false;

const float4 cTeethLighting			:  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( s0 );
#endif

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;
	float2 vTexCoord0		: TEXCOORD0;
	float4 vUserData		: TANGENT;			// Sign for cross product in w

	// 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;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
	float  fog								: FOG;
#endif
	float2 baseTexCoord						: TEXCOORD0;
	float4 worldVertToEyeVector_Darkening	: TEXCOORD1;
	float3x3 tangentSpaceTranspose			: TEXCOORD2;
	//	     second row						: TEXCOORD3;
	//	     third row						: TEXCOORD4;
	float4 worldPos_projPosZ				: TEXCOORD5;
	float4 lightAtten0123					: TEXCOORD6;
};

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 );

	// 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
	o.projPos = mul( float4( worldPos, 1 ), cViewProj );
	
#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.worldPos_projPosZ = float4( worldPos, o.projPos.z );
	
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
	o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
#endif

	// Needed for specular
	o.worldVertToEyeVector_Darkening.xyz = cEyePos - worldPos;

	// Special darkening of lights for mouth open/close
	o.worldVertToEyeVector_Darkening.w = cTeethLighting.w * saturate( dot( worldNormal, cTeethLighting.xyz ) );;

	// Scalar light attenuation (mouth darkening applied in pixel shader)
#if ( defined( SHADER_MODEL_VS_2_0 ) && FLATTEN_STATIC_CONTROL_FLOW )
	o.lightAtten0123.xyzw = float4(0,0,0,0);
	#if ( NUM_LIGHTS > 0 )
		o.lightAtten0123.x = GetVertexAttenForLight( worldPos, 0, false );
	#endif
	#if ( NUM_LIGHTS > 1 )
		o.lightAtten0123.y = GetVertexAttenForLight( worldPos, 1, false );
	#endif
	#if ( NUM_LIGHTS > 2 )
		o.lightAtten0123.z = GetVertexAttenForLight( worldPos, 2, false );
	#endif
	#if ( NUM_LIGHTS > 3 )
		o.lightAtten0123.w = GetVertexAttenForLight( worldPos, 3, false );
	#endif
#else
	o.lightAtten0123.x = GetVertexAttenForLight( worldPos, 0, true );
	o.lightAtten0123.y = GetVertexAttenForLight( worldPos, 1, true );
	o.lightAtten0123.z = GetVertexAttenForLight( worldPos, 2, true );
	o.lightAtten0123.w = GetVertexAttenForLight( worldPos, 3, true );
#endif

	o.baseTexCoord = v.vTexCoord0;

	// 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;
}