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141 lines
4.7 KiB
141 lines
4.7 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "USEBOUNCECOLOR" "0..0" [vs20]
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// STATIC: "USEBOUNCECOLOR" "0..1" [vs30]
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..4" [vs30]
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
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// SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [vs20] [PC]
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#include "common_fog_vs_supportsvertexfog_fxc.h"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const int g_FogType = DOWATERFOG;
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const float3 g_vBounceCenter : register( SHADER_SPECIFIC_CONST_0 );
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const float3 g_vEntityOrigin : register( SHADER_SPECIFIC_CONST_1 );
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#define g_vShadowRimMin 0.01f
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#define g_vShadowRimMax 0.05f
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#define g_vViewFakeRimDir float3( 0.7f, 1.0f, 0.0f )
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float4 vColor : COLOR0;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vUserData : TANGENT;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float4 vTexCoord0 : TEXCOORD0;
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float4 lightAtten : TEXCOORD1;
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float4 tangentSpaceTranspose0_FakeRimx : TEXCOORD2;
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float4 tangentSpaceTranspose1_FakeRimy : TEXCOORD3;
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float4 tangentSpaceTranspose2_FakeRimz : TEXCOORD4;
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float4 vWorldPos_projZ : TEXCOORD5;
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float4 cAmbient_fRimBoost : TEXCOORD6;
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#if defined( SHADER_MODEL_VS_3_0 )
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float4 vWorldTangentS_vBounceCenterx : TEXCOORD7;
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float4 vWorldTangentT_vBounceCentery : TEXCOORD8;
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float4 vBounceCenterDir_vBounceCenterz : TEXCOORD9;
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#endif
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};
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VS_OUTPUT main( const VS_INPUT i )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float4 vPosition, vTangent, vTexCoords;
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float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
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vPosition = i.vPos;
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DecompressVertex_NormalTangent( i.vNormal, i.vUserData, vNormal, vTangent );
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// Perform skinning
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SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
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i.vBoneWeights, i.vBoneIndices, worldPos,
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worldNormal, worldTangentS, worldTangentT );
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// Tangent space transform
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o.tangentSpaceTranspose0_FakeRimx.xyz = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
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o.tangentSpaceTranspose1_FakeRimy.xyz = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
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o.tangentSpaceTranspose2_FakeRimz.xyz = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
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#if defined( SHADER_MODEL_VS_3_0 )
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o.vWorldTangentS_vBounceCenterx.xyz = worldTangentS.xyz;
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o.vWorldTangentT_vBounceCentery.xyz = worldTangentT.xyz;
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#endif
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o.vTexCoord0.xy = i.vTexCoord0.xy;
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// Transform into projection space
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.vWorldPos_projZ.xyz = worldPos.xyz;
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o.vWorldPos_projZ.w = o.vProjPos.z;
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#if( USEBOUNCECOLOR )
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o.vBounceCenterDir_vBounceCenterz.xyz = normalize( g_vEntityOrigin + g_vBounceCenter - worldPos );
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float3 vBounceCenter = g_vEntityOrigin + g_vBounceCenter;
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o.vWorldTangentS_vBounceCenterx.w = vBounceCenter.x;
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o.vWorldTangentT_vBounceCentery.w = vBounceCenter.y;
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o.vBounceCenterDir_vBounceCenterz.w = vBounceCenter.z;
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#endif
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#if ( FLASHLIGHT )
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o.tangentSpaceTranspose0_FakeRimx.w = o.vProjPos.x;
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o.tangentSpaceTranspose1_FakeRimy.w = o.vProjPos.y;
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o.tangentSpaceTranspose2_FakeRimz.w = o.vProjPos.z;
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#else
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float3 vWorldFakeRimDir = normalize( mul( cViewProj, float4( g_vViewFakeRimDir, 1 ) ).xyz );
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o.tangentSpaceTranspose0_FakeRimx.w = vWorldFakeRimDir.x;
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o.tangentSpaceTranspose1_FakeRimy.w = vWorldFakeRimDir.y;
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o.tangentSpaceTranspose2_FakeRimz.w = vWorldFakeRimDir.z;
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#endif
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// Compute lighting attenuations
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#if ( FLATTEN_STATIC_CONTROL_FLOW )
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{
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#if ( NUM_LIGHTS > 0 )
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o.lightAtten.x = GetVertexAttenForLight( worldPos.xyz, 0, false );
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#endif
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#if ( NUM_LIGHTS > 1 )
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o.lightAtten.y = GetVertexAttenForLight( worldPos.xyz, 1, false );
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#endif
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}
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#else
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{
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0 );
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1 );
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#if defined( SHADER_MODEL_VS_3_0 )
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2 );
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o.lightAtten.w = GetVertexAttenForLight( worldPos, 3 );
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#endif
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}
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#endif
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float3 cAmbient = AmbientLight( worldNormal );
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o.cAmbient_fRimBoost.xyz = cAmbient;
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float3 lum = float3( 0.299, 0.587, 0.114 );
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float fAmbientLightLum = dot( lum, cAmbient );
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o.cAmbient_fRimBoost.w = smoothstep( g_vShadowRimMax, g_vShadowRimMin, fAmbientLightLum );
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return o;
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}
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