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293 lines
10 KiB
293 lines
10 KiB
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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// STATIC: "ENVMAP_MASK" "0..1"
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// STATIC: "TANGENTSPACE" "0..1"
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// STATIC: "BUMPMAP" "0..1"
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// STATIC: "DETAILTEXTURE" "0..2"
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "VERTEXALPHATEXBLENDFACTOR" "0..1"
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// STATIC: "SEAMLESS" "0..1"
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// disable seamless & bumpmask (does not appear to be used)
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// STATIC: "BUMPMASK" "0..0"
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// diffuse bump map is always true when bumpmapping is enabled, so just set it to 1
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#define DIFFUSEBUMPMAP 1
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// STATIC: "FLASHLIGHT" "0..1" [CONSOLE]
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// STATIC: "FANCY_BLENDING" "0..1"
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// STATIC: "SELFILLUM" "0..1"
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// STATIC: "LIGHTING_PREVIEW" "0..1" [PC]
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// STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE]
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// STATIC: "PAINT" "0..1"
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// STATIC: "ADDBUMPMAPS" "0..1"
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// DYNAMIC: "FASTPATH" "0..1"
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// SKIP: $BUMPMASK && $ADDBUMPMAPS
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// SKIP: !$BUMPMAP && $ADDBUMPMAPS
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// This should not be a combo since I'm a moron with the tangent space and the flashlight.
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// SKIP: $BUMPMASK && $SEAMLESS
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// SKIP: $LIGHTING_PREVIEW && $FLASHLIGHT
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#include "common_fog_vs_supportsvertexfog_fxc.h"
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#include "common_vs_fxc.h"
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#include "common_lightmappedgeneric_fxc.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK;
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static const bool g_bTangentSpace = TANGENTSPACE;
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static const bool g_bBumpmap = BUMPMAP;
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static const bool g_bBumpmapDiffuseLighting = DIFFUSEBUMPMAP;
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static const bool g_bVertexColor = VERTEXCOLOR;
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static const bool g_bVertexAlphaTexBlendFactor = VERTEXALPHATEXBLENDFACTOR;
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static const bool g_BumpMask = BUMPMASK;
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#if SEAMLESS
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const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_0 );
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#define SEAMLESS_SCALE (SeamlessScale.x)
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#else
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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#endif
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#if FLASHLIGHT
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 );
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#endif
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_10 );
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#if ( ( LIGHTING_PREVIEW == 3 ) || PAINT )
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const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_12 );
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#endif
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#if ( DETAILTEXTURE == 2 )
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#define SHADER_SPECIFIC_CONST_13 c217 // TODO: add this to common_vs_fxc.h and fix up case (pain) of vcs filenames when all the other shaders are forced to compile as a result
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const float4 cDetailTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_13 ); // not contiguous with the rest!
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#endif
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#if ( SHADER_MODEL_VS_3_0 )
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#define SHADER_SPECIFIC_CONST_14 c219 // TODO: add this to common_vs_fxc.h and fix up case (pain) of vcs filenames when all the other shaders are forced to compile as a result
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#define SHADER_SPECIFIC_CONST_15 c221
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#define SHADER_SPECIFIC_CONST_16 c223
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const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_14 );
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const float4 cBumpTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_15 );
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const float4 cBlendModulateTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_16 );
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#endif
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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float4 vNormal : NORMAL;
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float2 vBaseTexCoord : TEXCOORD0;
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float2 vLightmapTexCoord : TEXCOORD1;
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float2 vLightmapTexCoordOffset : TEXCOORD2;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vColor : COLOR0;
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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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float3 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float4 projPos;
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float3 worldPos;
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worldPos = mul4x3( float4( v.vPos, 1 ), cModel[0] );
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projPos = mul( float4( worldPos, 1 ), cViewProj );
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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.worldPos_projPosZ.w = projPos.z;
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o.worldPos_projPosZ.xyz = worldPos;
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#if ( LIGHTING_PREVIEW == 3 )
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o.worldPos_projPosZ.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
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#endif
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float3 worldNormal = mul3x3( vObjNormal, ( float3x3 )cModel[0] );
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#if TANGENTSPACE || PAINT || LIGHTING_PREVIEW || defined( _X360 ) || defined( _PS3 )
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float3 worldTangentS = mul3x3( v.vTangentS, ( const float3x3 )cModel[0] );
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float3 worldTangentT = mul3x3( v.vTangentT, ( const float3x3 )cModel[0] );
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#if SEAMLESS && BUMPMAP && ( defined( _X360 ) || defined( _PS3 ) )
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float3 n = normalize( worldNormal );
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float3 n2 = n * n; // sums to 1.
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o.tangentSpaceTranspose0_vertexBlendX.xyz = normalize( float3( n2.y + n2.z, 0.0f, n2.x ) );
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o.tangentSpaceTranspose1_bumpTexCoord2u.xyz = normalize( float3( 0.0f, n2.x + n2.z, n2.y ) );
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o.tangentSpaceTranspose2_bumpTexCoord2v.xyz = worldNormal;
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#else
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o.tangentSpaceTranspose0_vertexBlendX.xyz = worldTangentS;
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o.tangentSpaceTranspose1_bumpTexCoord2u.xyz = worldTangentT;
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o.tangentSpaceTranspose2_bumpTexCoord2v.xyz = worldNormal;
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#endif
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#if 0 //PAINT //should try to do this in the vs but the lack of tesselation on world geo makes the interpolation yucky
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float3x3 matCameraFaceUVs;
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float3 fvViewDirection = normalize( g_vEyeVector.xyz - worldPos.xyz );
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float3 fvTangentViewDirection;
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fvTangentViewDirection.x = dot( fvViewDirection, worldTangentS );
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fvTangentViewDirection.y = dot( fvViewDirection, worldTangentT );
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fvTangentViewDirection.z = dot( fvViewDirection, worldNormal );
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matCameraFaceUVs[2] = fvTangentViewDirection; // new normal
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matCameraFaceUVs[1] = float3( 0.0f, 1.0f, 0.0f ); // tangent
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matCameraFaceUVs[0] = normalize( cross( matCameraFaceUVs[1].xyz, matCameraFaceUVs[2].xyz ) ); //binormal
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matCameraFaceUVs[1] = normalize( cross( matCameraFaceUVs[2].xyz, matCameraFaceUVs[0].xyz ) ); //re-square tangent
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o.detailOrBumpAndEnvmapMaskTexCoord = float4( matCameraFaceUVs[0].xy, matCameraFaceUVs[1].xy );
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#endif
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#else
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// Surface normal (required for Phong in absence of tangentspace)
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o.tangentSpaceTranspose2_bumpTexCoord2v.xyz = worldNormal;
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#endif
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float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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#if ( SEAMLESS )
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{
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// we need to fill in the texture coordinate projections
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o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * worldPos;
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}
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#else
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{
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if ( FASTPATH )
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{
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o.BASETEXCOORD = v.vBaseTexCoord;
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#if defined( SHADER_MODEL_VS_3_0 )
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o.BASETEXCOORD2 = v.vBaseTexCoord;
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#endif
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}
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else
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{
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o.BASETEXCOORD = float2( dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform[0].xy ) + cBaseTexCoordTransform[0].w,
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dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform[1].xy ) + cBaseTexCoordTransform[1].w );
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#if defined( SHADER_MODEL_VS_3_0 )
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o.BASETEXCOORD2 = float2( dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform2[0].xy ) + cBaseTexCoordTransform2[0].w,
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dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform2[1].xy ) + cBaseTexCoordTransform2[1].w );
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#endif
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}
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}
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#endif
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if ( FASTPATH )
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{
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#if BUMPMAP && !SELFILLUM && !PAINT
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o.BUMPCOORD = v.vBaseTexCoord;
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o.BUMPCOORD2U = v.vBaseTexCoord.x;
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o.BUMPCOORD2V = v.vBaseTexCoord.y;
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#endif
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#if ( DETAILTEXTURE )
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o.DETAILCOORD = v.vBaseTexCoord;
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#if ( DETAILTEXTURE == 2 ) && defined( SHADER_MODEL_VS_3_0 )
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o.DETAILCOORD2 = v.vBaseTexCoord;
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#endif
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#endif
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#if FANCY_BLENDING && !PAINT && !SEAMLESS
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o.BLENDMODULATECOORD = v.vBaseTexCoord;
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#endif
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}
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else
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{
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#if BUMPMAP && !SELFILLUM && !PAINT
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o.BUMPCOORD = float2( dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform[0].xy ) + cBumpTexCoordTransform[0].w,
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dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform[1].xy ) + cBumpTexCoordTransform[1].w );
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#if defined( SHADER_MODEL_VS_3_0 )
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o.BUMPCOORD2U = dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform2[0].xy ) + cBumpTexCoordTransform2[0].w;
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o.BUMPCOORD2V = dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform2[1].xy ) + cBumpTexCoordTransform2[1].w;
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#endif
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#endif
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#if FANCY_BLENDING && !PAINT && defined( SHADER_MODEL_VS_3_0 ) && ( SEAMLESS == 0 )
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o.BLENDMODULATECOORD = float2( dot( v.vBaseTexCoord.xy, cBlendModulateTexCoordTransform[0].xy ) + cBlendModulateTexCoordTransform[0].w,
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dot( v.vBaseTexCoord.xy, cBlendModulateTexCoordTransform[1].xy ) + cBlendModulateTexCoordTransform[1].w );
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#endif
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#if ( DETAILTEXTURE ) && ( SEAMLESS == 0 )
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o.DETAILCOORD = float2( dot( v.vBaseTexCoord.xy, cDetailTexCoordTransform[0].xy ) + cDetailTexCoordTransform[0].w,
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dot( v.vBaseTexCoord.xy, cDetailTexCoordTransform[1].xy ) + cDetailTexCoordTransform[1].w );
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#if ( DETAILTEXTURE == 2 ) && defined( SHADER_MODEL_VS_3_0 )
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o.DETAILCOORD2 = float2( dot( v.vBaseTexCoord.xy, cDetailTexCoordTransform2[0].xy ) + cDetailTexCoordTransform2[0].w,
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dot( v.vBaseTexCoord.xy, cDetailTexCoordTransform2[1].xy ) + cDetailTexCoordTransform2[1].w );
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#endif
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#endif
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}
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// compute lightmap coordinates
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if( g_bBumpmap && g_bBumpmapDiffuseLighting )
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{
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
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// reversed component order
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o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
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o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
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o.lightmapTexCoord3_bumpTexCoord.xy = lightmapTexCoord3;
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}
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else
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{
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord;
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}
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#if !ADDBUMPMAPS
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if( g_UseSeparateEnvmapMask || g_BumpMask )
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#endif
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{
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// transform(s) performed in PS, pass in untransformed base coords
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o.ENVMAPMASKCOORD = v.vBaseTexCoord.xy;
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}
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if ( !g_bVertexColor )
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{
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o.vertexColor = float4( 1.0f, 1.0f, 1.0f, cModulationColor.a );
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}
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else
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{
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if ( g_bVertexAlphaTexBlendFactor )
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{
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o.vertexColor.rgb = v.vColor.rgb;
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o.vertexColor.a = cModulationColor.a;
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}
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else
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{
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o.vertexColor = v.vColor;
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o.vertexColor.a *= cModulationColor.a;
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}
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}
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#if SEAMLESS
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// compute belnd weights in rgb
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float3 vNormal=normalize( worldNormal );
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o.vertexColor.xyz = vNormal * vNormal; // sums to 1.
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#endif
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// On 360/PS3, we have extra iterators and can fold the flashlight into this shader
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#if ( defined( _X360 ) || defined( _PS3 ) ) && FLASHLIGHT
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o.flashlightSpacePos = TransformFlashlightWorldToTexture( worldPos, g_FlashlightWorldToTexture );
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o.vProjPos = projPos;
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#endif
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if ( g_bVertexAlphaTexBlendFactor )
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{
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o.tangentSpaceTranspose0_vertexBlendX.w = v.vColor.a;
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}
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return o;
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}
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