Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "USEBOUNCECOLOR" "0..0" [vs20]
// STATIC: "USEBOUNCECOLOR" "0..1" [vs30]
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..4" [vs30]
// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
// 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 "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 float3 g_vBounceCenter : register( SHADER_SPECIFIC_CONST_0 );
const float3 g_vEntityOrigin : register( SHADER_SPECIFIC_CONST_1 );
#define g_vShadowRimMin 0.01f
#define g_vShadowRimMax 0.05f
#define g_vViewFakeRimDir float3( 0.7f, 1.0f, 0.0f )
struct VS_INPUT
{
float4 vPos : POSITION;
float2 vTexCoord0 : TEXCOORD0;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
float4 vColor : COLOR0;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
float4 vUserData : TANGENT;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float4 vTexCoord0 : TEXCOORD0;
float4 lightAtten : TEXCOORD1;
float4 tangentSpaceTranspose0_FakeRimx : TEXCOORD2;
float4 tangentSpaceTranspose1_FakeRimy : TEXCOORD3;
float4 tangentSpaceTranspose2_FakeRimz : TEXCOORD4;
float4 vWorldPos_projZ : TEXCOORD5;
float4 cAmbient_fRimBoost : TEXCOORD6;
#if defined( SHADER_MODEL_VS_3_0 )
float4 vWorldTangentS_vBounceCenterx : TEXCOORD7;
float4 vWorldTangentT_vBounceCentery : TEXCOORD8;
float4 vBounceCenterDir_vBounceCenterz : TEXCOORD9;
#endif
};
VS_OUTPUT main( const VS_INPUT i )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition, vTangent, vTexCoords;
float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
vPosition = i.vPos;
DecompressVertex_NormalTangent( i.vNormal, i.vUserData, vNormal, vTangent );
// Perform skinning
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
i.vBoneWeights, i.vBoneIndices, worldPos,
worldNormal, worldTangentS, worldTangentT );
// Tangent space transform
o.tangentSpaceTranspose0_FakeRimx.xyz = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
o.tangentSpaceTranspose1_FakeRimy.xyz = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
o.tangentSpaceTranspose2_FakeRimz.xyz = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
#if defined( SHADER_MODEL_VS_3_0 )
o.vWorldTangentS_vBounceCenterx.xyz = worldTangentS.xyz;
o.vWorldTangentT_vBounceCentery.xyz = worldTangentT.xyz;
#endif
o.vTexCoord0.xy = i.vTexCoord0.xy;
// Transform into projection space
o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.vWorldPos_projZ.xyz = worldPos.xyz;
o.vWorldPos_projZ.w = o.vProjPos.z;
#if( USEBOUNCECOLOR )
o.vBounceCenterDir_vBounceCenterz.xyz = normalize( g_vEntityOrigin + g_vBounceCenter - worldPos );
float3 vBounceCenter = g_vEntityOrigin + g_vBounceCenter;
o.vWorldTangentS_vBounceCenterx.w = vBounceCenter.x;
o.vWorldTangentT_vBounceCentery.w = vBounceCenter.y;
o.vBounceCenterDir_vBounceCenterz.w = vBounceCenter.z;
#endif
#if ( FLASHLIGHT )
o.tangentSpaceTranspose0_FakeRimx.w = o.vProjPos.x;
o.tangentSpaceTranspose1_FakeRimy.w = o.vProjPos.y;
o.tangentSpaceTranspose2_FakeRimz.w = o.vProjPos.z;
#else
float3 vWorldFakeRimDir = normalize( mul( cViewProj, float4( g_vViewFakeRimDir, 1 ) ).xyz );
o.tangentSpaceTranspose0_FakeRimx.w = vWorldFakeRimDir.x;
o.tangentSpaceTranspose1_FakeRimy.w = vWorldFakeRimDir.y;
o.tangentSpaceTranspose2_FakeRimz.w = vWorldFakeRimDir.z;
#endif
// Compute lighting attenuations
#if ( 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
float3 cAmbient = AmbientLight( worldNormal );
o.cAmbient_fRimBoost.xyz = cAmbient;
float3 lum = float3( 0.299, 0.587, 0.114 );
float fAmbientLightLum = dot( lum, cAmbient );
o.cAmbient_fRimBoost.w = smoothstep( g_vShadowRimMax, g_vShadowRimMin, fAmbientLightLum );
return o;
}