//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "SFM" "0..0" [vs20] [PC] // STATIC: "SFM" "0..1" [vs30] [PC] // STATIC: "SFM" "0..0" [CONSOLE] // STATIC: "DECAL" "0..1" [vs30] // STATIC: "WORLD_NORMAL" "0..0" [vs20] [PC] // STATIC: "WORLD_NORMAL" "0..1" [vs30] [PC] // STATIC: "WORLD_NORMAL" "0..0" [CONSOLE] // STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC] // STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE] // STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [vs20] [PC] // STATIC: "CASCADED_SHADOW_MAPPING" "0..0" [vs30] [PC] // DYNAMIC: "CSM_VIEWMODELQUALITY" "0..1" [vs20] [PC] // DYNAMIC: "CSM_VIEWMODELQUALITY" "0..0" [vs30] [PC] // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "MORPHING" "0..0" [ = false ] // DYNAMIC: "TESSELLATION" "0..0" [vs30] [PC] // DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC] // DYNAMIC: "TESSELLATION" "0..0" [CONSOLE] // DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC] // DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE] // DYNAMIC: "STATICLIGHT3" "0..1" // SKIP: ( $SFM == 0 ) && ( $MORPHING ) // SKIP: ( $SFM == 0 ) && ( $TESSELLATION ) // 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] // SKIP: ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION #include "common_fog_vs_supportsvertexfog_fxc.h" #include "common_vs_fxc.h" static const bool g_bSkinning = SKINNING ? true : false; static const int g_FogType = DOWATERFOG; const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); #if ( MORPHING ) // 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 const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_8 ); const float2 g_teamIdMinMax : register( SHADER_SPECIFIC_CONST_10 ); #if ( CASCADED_SHADOW_MAPPING ) const float4x4 g_matWorldToShadowTexMatrices[2] : register( SHADER_SPECIFIC_CONST_CSM_0 ); const float4 g_matWorldToShadowTexMatrix0_z : register( SHADER_SPECIFIC_CONST_CSM_1 ); #endif #if TESSELLATION // VS_INPUT defined in header #include "tessellation_vs_fxc.h" const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_9 ); sampler2D BezierSampler : register( s1 ); sampler2D DispSampler : register( s2 ); #else // no TESSELLATION 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; float4 vColor : COLOR0; float4 vStaticLight : COLOR1; #if STATICLIGHT3 float4 vStaticLight2 : COLOR2; float4 vStaticLight3 : COLOR3; #endif // make these float2's and stick the [n n 0 1] in the dot math. float4 vTexCoord0 : TEXCOORD0; float4 vTexCoord1 : TEXCOORD1; float4 vTexCoord2 : TEXCOORD2; float4 vTexCoord3 : TEXCOORD3; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; float4 vUserData : TANGENT; // Position and normal/tangent deltas float4 vPosFlex : POSITION1; float4 vNormalFlex : NORMAL1; #if ( SFM ) float vVertexID : POSITION2; #endif }; #endif // TESSELLATION struct VS_OUTPUT { // Stuff that isn't seen by the pixel shader float4 projPos : POSITION; // Stuff that is seen by the pixel shader float4 baseTexCoord_baseTexCoord2 : TEXCOORD0; // Base texture coordinates in .xy, 2nd (decal) uv set in .zw float4 bumpTexCoord_detailTexCoord : TEXCOORD1; float4 vWorldNormal_flTeamIdFade : TEXCOORD2; float4 vWorldTangent : TEXCOORD3; float4 vWorldPos_vertexFogFactor : TEXCOORD4; float4 vProjPos_fWrinkleWeight : TEXCOORD5; #if defined( SHADER_MODEL_VS_3_0 ) float4 staticLight0 : TEXCOORD6; // STATICLIGHT3 output basis 0 in .xyz, sun amount (if applicable) in .w float4 staticLight1 : TEXCOORD7; // STATICLIGHT3 output basis 1 in .xyz float4 staticLight2 : TEXCOORD8; // STATICLIGHT3 output basis 2 in .xyz float4 lightAtten : TEXCOORD9; // light attenuation for 4 lights #else float4 csmXform0or1_csmXform2 : TEXCOORD6; float4 staticLight_csmXform0z : TEXCOORD7; // STATICLIGHT3 average rgb in .xyz, csm lightToWorldxformcascade0.z in .w float4 lightAtten : COLOR0; // light attenuation for lights 0 and 1 in .xy (lower precision for sm2_b/OSX), sun amount (if applicable) in .w #endif }; 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; } //----------------------------------------------------------------------------- // Main shader entry point //----------------------------------------------------------------------------- VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float4 vPosition, vTangent, vTexCoords; float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT; #if TESSELLATION { float flBiTangentSign; EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler, worldNormal, worldPos, worldTangentS, worldTangentT, flBiTangentSign, o.vProjPos_fWrinkleWeight.w, o.baseTexCoord_baseTexCoord2.xy, o.bumpTexCoord_detailTexCoord.zw ); } #else // not tessellating { vPosition = v.vPos; DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent ); #if ( !MORPHING ) { ApplyMorph( v.vPosFlex, v.vNormalFlex.xyz, vPosition.xyz, vNormal, vTangent.xyz, o.vProjPos_fWrinkleWeight.w ); } #else { ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal, vTangent.xyz, o.vProjPos_fWrinkleWeight.w ); } #endif // Perform skinning SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal, worldTangentS, worldTangentT ); // Always normalize since flex path can denormalize worldNormal = normalize( worldNormal ); worldTangentS = normalize( worldTangentS ); worldTangentT = normalize( worldTangentT ); #if ( MORPHING && DECAL && !WORLD_NORMAL ) { // Avoid z precision errors worldPos += worldNormal * 0.05f * v.vTexCoord2.z; } #endif #if ( STATICLIGHT3 ) { // for phong, to start with we'll try only baking indirect light from vrad - so that we don't lose the ability to acquire phong highlights // from map lights (including the sun/csm casting light) - direct lights will still come through as dynamic lights! #if defined( SHADER_MODEL_VS_3_0 ) // Adjust lighting data (static lighting in linear space * cOverbright) o.staticLight0.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright ); o.staticLight1.rgb = GammaToLinear( v.vStaticLight2.rgb * cOverbright ); o.staticLight2.rgb = GammaToLinear( v.vStaticLight3.rgb * cOverbright ); o.staticLight0.a = v.vStaticLight.a; o.staticLight1.a = v.vStaticLight2.a; o.staticLight2.a = v.vStaticLight3.a; #else // take average of STATICLIGHT3 data for shader model 2b (OSX) // Adjust lighting data (static lighting in linear space * cOverbright) o.staticLight_csmXform0z.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright ); o.staticLight_csmXform0z.rgb += GammaToLinear( v.vStaticLight2.rgb * cOverbright ); o.staticLight_csmXform0z.rgb += GammaToLinear( v.vStaticLight3.rgb * cOverbright ); o.staticLight_csmXform0z.rgb *= 0.3333f; o.lightAtten.w = ( v.vStaticLight.a + v.vStaticLight2.a + v.vStaticLight3.a ) * 0.3333f; #endif } #endif vTexCoords = v.vTexCoord0; // Base texture coordinate transform o.baseTexCoord_baseTexCoord2.x = dot( vTexCoords, cBaseTexCoordTransform[0] ); o.baseTexCoord_baseTexCoord2.y = dot( vTexCoords, cBaseTexCoordTransform[1] ); // 2nd uv set, pass through for now o.baseTexCoord_baseTexCoord2.zw = v.vTexCoord1.xy; // bump texture coordinate transform - temp o.bumpTexCoord_detailTexCoord.x = dot( v.vTexCoord0, cBumpTexCoordTransform[0] ); o.bumpTexCoord_detailTexCoord.y = dot( v.vTexCoord0, cBumpTexCoordTransform[1] ); // Detail texture coordinate transform o.bumpTexCoord_detailTexCoord.z = dot( v.vTexCoord0, cDetailTexCoordTransform[0] ); o.bumpTexCoord_detailTexCoord.w = dot( v.vTexCoord0, cDetailTexCoordTransform[1] ); } #endif #if ( !DOPIXELFOG ) { o.vWorldPos_vertexFogFactor.w = CalcNonFixedFunctionFog( worldPos, g_FogType ); } #endif // Needed for water fog alpha and diffuse lighting // FIXME: we shouldn't have to compute this all the time. o.vWorldPos_vertexFogFactor.xyz = worldPos; // Compute lighting attenuations #if ( defined ( SHADER_MODEL_VS_2_0 ) && FLATTEN_STATIC_CONTROL_FLOW ) { #if ( NUM_LIGHTS > 0 ) o.lightAtten.x = GetVertexAttenForLight( worldPos.xyz, 0, false ); #endif #if ( NUM_LIGHTS > 1 ) o.lightAtten.y = GetVertexAttenForLight( worldPos.xyz, 1, false ); #endif } #else { o.lightAtten.x = GetVertexAttenForLight( worldPos, 0 ); o.lightAtten.y = GetVertexAttenForLight( worldPos, 1 ); #if defined( SHADER_MODEL_VS_3_0 ) o.lightAtten.z = GetVertexAttenForLight( worldPos, 2 ); o.lightAtten.w = GetVertexAttenForLight( worldPos, 3 ); #endif } #endif // Tangent space transform o.vWorldNormal_flTeamIdFade.xyz = worldNormal.xyz; o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w // 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.vProjPos_fWrinkleWeight.xyz = o.projPos.xyz; #if ( WORLD_NORMAL ) { o.vProjPos_fWrinkleWeight.z = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth } #endif // Don't have to worry about hardware blend here since we never do that with phong. #if ( !DOPIXELFOG ) { o.vWorldPos_vertexFogFactor.w = CalcNonFixedFunctionFog( worldPos, g_FogType ); } #endif o.vWorldNormal_flTeamIdFade.w = RemapValClamped( distance( cEyePos, worldPos.xyz ), g_teamIdMinMax.x, g_teamIdMinMax.y, 0.0, 1.0 ); #if( CASCADED_SHADOW_MAPPING ) { float4 worldPos = float4( o.vWorldPos_vertexFogFactor.xyz, 1.0f ); #if CSM_VIEWMODELQUALITY o.csmXform0or1_csmXform2.xy = mul( worldPos, g_matWorldToShadowTexMatrices[0] ).xy; #else o.csmXform0or1_csmXform2.xy = mul( worldPos, g_matWorldToShadowTexMatrices[0] ).xy; o.csmXform0or1_csmXform2.zw = mul( worldPos, g_matWorldToShadowTexMatrices[1] ).xy; #endif o.staticLight_csmXform0z.w = mul( worldPos, g_matWorldToShadowTexMatrix0_z ); } #endif return o; }