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116 lines
3.8 KiB
116 lines
3.8 KiB
// DYNAMIC: "FOGTYPE" "0..1"
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#include "common_vs_fxc.h"
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static const int g_FogType = FOGTYPE;
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const float4 cCustomConstants[6] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 g_vLightPosition : register( SHADER_SPECIFIC_CONST_0 );
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const float4 g_vLightColor : register( SHADER_SPECIFIC_CONST_1 ); // range 0-1
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const float g_flLightIntensity : register( SHADER_SPECIFIC_CONST_2 ); // scales g_vLightColor
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struct VS_INPUT
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{
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// If this is float4, and the input is float3, the w component default to one.
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float4 vPos : POSITION;
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float2 vBumpTexCoord : TEXCOORD0;
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float4 vAmbientColor : COLOR0;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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#endif
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float2 vBumpTexCoord : TEXCOORD0;
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float3 vTangentSpaceLightDir : TEXCOORD1;
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float3 vAmbientColor : TEXCOORD2;
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float4 vIteratedProjPos : TEXCOORD3;
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float4 vDirLightScale : COLOR0;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = (VS_OUTPUT)0;
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// Transform the input position.
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float4 projPos = mul( v.vPos, cModelViewProj );
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o.projPos = projPos;
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#ifdef _PS3
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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o.vIteratedProjPos = projPos;
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o.worldPos_projPosZ = float4( v.vPos.xyz, projPos.z );
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( mul4x3( v.vPos, cModel[0] ), g_FogType );
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#endif
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// Copy texcoords over.
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o.vBumpTexCoord = v.vBumpTexCoord;
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// Copy the vertex color over.
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o.vAmbientColor = v.vAmbientColor;
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// ------------------------------------------------------------------------------
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// Generate a tangent space and rotate L.
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// This can be thought of as rotating the normal map to face the viewer.
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//
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// This is useful when a particle is way off to the side of the screen.
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// You should be looking at the half-sphere with a normal pointing from the
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// particle to the viewer. Instead, you're looking at the half-sphere with
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// a normal along Z. This tangent space builder code fixes the problem.
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//
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// Note that since the model and view matrices are identity, the coordinate
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// system has X=right, Y=up, and Z=behind you (negative Z goes into the screen).
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// ------------------------------------------------------------------------------
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// This basis wants Z positive going into the screen so flip it here.
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float4 vForward = normalize( float4( v.vPos.x, v.vPos.y, -v.vPos.z, 1 ) );
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// This is the same as CrossProduct( vForward, Vector( 1, 0, 0 ) )
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float4 vUp = normalize( float4( 0, vForward.z, -vForward.y, vForward.w ) );
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// vRight = CrossProduct( vUp, vForward )
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float4 vRight = vUp.yzxw * vForward.zxyw;
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vRight += -vUp.zxyw * vForward.yzxw;
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// Put the light in tangent space.
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float4 vToLight = g_vLightPosition - v.vPos;
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float4 vTangentSpaceLight = vRight*vToLight.x + vUp*vToLight.y + vForward*vToLight.z;
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// Output texcoord 1 holds the normalized transformed light direction.
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o.vTangentSpaceLightDir = normalize( vTangentSpaceLight ).xyz * 0.5 + 0.5; // make it 0-1 for the pixel shader
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// Handle oversaturation here. The shader code already scaled the light color so its max value is 1,
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// so if our intensity/distance scale is > 1, then all we need to do is use the light color.
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float flTransposedLenSqr = dot( vTangentSpaceLight, vTangentSpaceLight );
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float flScaledIntensity = g_flLightIntensity / flTransposedLenSqr;
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if ( flScaledIntensity > 1 )
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{
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o.vDirLightScale.xyz = g_vLightColor.xyz;
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}
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else
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{
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o.vDirLightScale.xyz = g_vLightColor.xyz * flScaledIntensity.xxx;
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}
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// Alpha comes right from the vertex color.
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o.vDirLightScale.a = v.vAmbientColor.a;
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return o;
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}
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