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316 lines
11 KiB
316 lines
11 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "SFM" "0..0" [vs20] [PC]
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// STATIC: "SFM" "0..1" [vs30] [PC]
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// STATIC: "SFM" "0..0" [CONSOLE]
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// STATIC: "DECAL" "0..1" [vs30]
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// STATIC: "WORLD_NORMAL" "0..0" [vs20] [PC]
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// STATIC: "WORLD_NORMAL" "0..1" [vs30] [PC]
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// STATIC: "WORLD_NORMAL" "0..0" [CONSOLE]
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// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC]
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// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE]
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// STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [vs20] [PC]
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// STATIC: "CASCADED_SHADOW_MAPPING" "0..0" [vs30] [PC]
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// DYNAMIC: "CSM_VIEWMODELQUALITY" "0..1" [vs20] [PC]
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// DYNAMIC: "CSM_VIEWMODELQUALITY" "0..0" [vs30] [PC]
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "MORPHING" "0..0" [ = false ]
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// DYNAMIC: "TESSELLATION" "0..0" [vs30] [PC]
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// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
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// DYNAMIC: "TESSELLATION" "0..0" [CONSOLE]
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC]
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// DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE]
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// DYNAMIC: "STATICLIGHT3" "0..1"
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// SKIP: ( $SFM == 0 ) && ( $MORPHING )
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// SKIP: ( $SFM == 0 ) && ( $TESSELLATION )
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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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// SKIP: ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
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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 float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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#if ( MORPHING )
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
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sampler2D morphSampler : register( s0 );
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#endif
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const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_8 );
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const float2 g_teamIdMinMax : register( SHADER_SPECIFIC_CONST_10 );
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#if ( CASCADED_SHADOW_MAPPING )
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const float4x4 g_matWorldToShadowTexMatrices[2] : register( SHADER_SPECIFIC_CONST_CSM_0 );
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const float4 g_matWorldToShadowTexMatrix0_z : register( SHADER_SPECIFIC_CONST_CSM_1 );
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#endif
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#if TESSELLATION
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// VS_INPUT defined in header
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#include "tessellation_vs_fxc.h"
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const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_9 );
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sampler2D BezierSampler : register( s1 );
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sampler2D DispSampler : register( s2 );
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#else // no TESSELLATION
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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float4 vPos : POSITION;
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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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float4 vStaticLight : COLOR1;
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#if STATICLIGHT3
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float4 vStaticLight2 : COLOR2;
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float4 vStaticLight3 : COLOR3;
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#endif
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// make these float2's and stick the [n n 0 1] in the dot math.
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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float4 vTexCoord2 : TEXCOORD2;
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float4 vTexCoord3 : TEXCOORD3;
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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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// Position and normal/tangent deltas
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float4 vPosFlex : POSITION1;
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float4 vNormalFlex : NORMAL1;
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#if ( SFM )
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float vVertexID : POSITION2;
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#endif
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};
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#endif // TESSELLATION
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struct VS_OUTPUT
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{
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// Stuff that isn't seen by the pixel shader
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float4 projPos : POSITION;
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// Stuff that is seen by the pixel shader
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float4 baseTexCoord_baseTexCoord2 : TEXCOORD0; // Base texture coordinates in .xy, 2nd (decal) uv set in .zw
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float4 bumpTexCoord_detailTexCoord : TEXCOORD1;
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float4 vWorldNormal_flTeamIdFade : TEXCOORD2;
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float4 vWorldTangent : TEXCOORD3;
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float4 vWorldPos_vertexFogFactor : TEXCOORD4;
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float4 vProjPos_fWrinkleWeight : TEXCOORD5;
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#if defined( SHADER_MODEL_VS_3_0 )
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float4 staticLight0 : TEXCOORD6; // STATICLIGHT3 output basis 0 in .xyz, sun amount (if applicable) in .w
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float4 staticLight1 : TEXCOORD7; // STATICLIGHT3 output basis 1 in .xyz
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float4 staticLight2 : TEXCOORD8; // STATICLIGHT3 output basis 2 in .xyz
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float4 lightAtten : TEXCOORD9; // light attenuation for 4 lights
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#else
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float4 csmXform0or1_csmXform2 : TEXCOORD6;
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float4 staticLight_csmXform0z : TEXCOORD7; // STATICLIGHT3 average rgb in .xyz, csm lightToWorldxformcascade0.z in .w
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float4 lightAtten : COLOR0; // light attenuation for lights 0 and 1 in .xy (lower precision for sm2_b/OSX), sun amount (if applicable) in .w
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#endif
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};
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float RemapValClamped( float val, float A, float B, float C, float D)
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{
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float cVal = (val - A) / (B - A);
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cVal = saturate( cVal );
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return C + (D - C) * cVal;
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}
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//-----------------------------------------------------------------------------
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// Main shader entry point
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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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float4 vPosition, vTangent, vTexCoords;
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float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
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#if TESSELLATION
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{
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float flBiTangentSign;
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EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler,
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worldNormal, worldPos, worldTangentS, worldTangentT, flBiTangentSign,
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o.vProjPos_fWrinkleWeight.w, o.baseTexCoord_baseTexCoord2.xy, o.bumpTexCoord_detailTexCoord.zw );
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}
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#else // not tessellating
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{
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vPosition = v.vPos;
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
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#if ( !MORPHING )
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{
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ApplyMorph( v.vPosFlex, v.vNormalFlex.xyz, vPosition.xyz, vNormal, vTangent.xyz, o.vProjPos_fWrinkleWeight.w );
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}
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#else
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{
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2,
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vPosition.xyz, vNormal, vTangent.xyz, o.vProjPos_fWrinkleWeight.w );
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}
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#endif
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// Perform skinning
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SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
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v.vBoneWeights, v.vBoneIndices, worldPos,
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worldNormal, worldTangentS, worldTangentT );
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// Always normalize since flex path can denormalize
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worldNormal = normalize( worldNormal );
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worldTangentS = normalize( worldTangentS );
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worldTangentT = normalize( worldTangentT );
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#if ( MORPHING && DECAL && !WORLD_NORMAL )
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{
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// Avoid z precision errors
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worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
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}
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#endif
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#if ( STATICLIGHT3 )
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{
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// 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
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// from map lights (including the sun/csm casting light) - direct lights will still come through as dynamic lights!
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#if defined( SHADER_MODEL_VS_3_0 )
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// Adjust lighting data (static lighting in linear space * cOverbright)
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o.staticLight0.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright );
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o.staticLight1.rgb = GammaToLinear( v.vStaticLight2.rgb * cOverbright );
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o.staticLight2.rgb = GammaToLinear( v.vStaticLight3.rgb * cOverbright );
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o.staticLight0.a = v.vStaticLight.a;
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o.staticLight1.a = v.vStaticLight2.a;
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o.staticLight2.a = v.vStaticLight3.a;
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#else
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// take average of STATICLIGHT3 data for shader model 2b (OSX)
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// Adjust lighting data (static lighting in linear space * cOverbright)
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o.staticLight_csmXform0z.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright );
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o.staticLight_csmXform0z.rgb += GammaToLinear( v.vStaticLight2.rgb * cOverbright );
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o.staticLight_csmXform0z.rgb += GammaToLinear( v.vStaticLight3.rgb * cOverbright );
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o.staticLight_csmXform0z.rgb *= 0.3333f;
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o.lightAtten.w = ( v.vStaticLight.a + v.vStaticLight2.a + v.vStaticLight3.a ) * 0.3333f;
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#endif
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}
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#endif
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vTexCoords = v.vTexCoord0;
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// Base texture coordinate transform
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o.baseTexCoord_baseTexCoord2.x = dot( vTexCoords, cBaseTexCoordTransform[0] );
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o.baseTexCoord_baseTexCoord2.y = dot( vTexCoords, cBaseTexCoordTransform[1] );
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// 2nd uv set, pass through for now
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o.baseTexCoord_baseTexCoord2.zw = v.vTexCoord1.xy;
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// bump texture coordinate transform - temp
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o.bumpTexCoord_detailTexCoord.x = dot( v.vTexCoord0, cBumpTexCoordTransform[0] );
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o.bumpTexCoord_detailTexCoord.y = dot( v.vTexCoord0, cBumpTexCoordTransform[1] );
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// Detail texture coordinate transform
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o.bumpTexCoord_detailTexCoord.z = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
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o.bumpTexCoord_detailTexCoord.w = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
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}
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#endif
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#if ( !DOPIXELFOG )
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{
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o.vWorldPos_vertexFogFactor.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
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}
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#endif
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// Needed for water fog alpha and diffuse lighting
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// FIXME: we shouldn't have to compute this all the time.
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o.vWorldPos_vertexFogFactor.xyz = worldPos;
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// Compute lighting attenuations
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#if ( defined ( SHADER_MODEL_VS_2_0 ) && 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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// Tangent space transform
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o.vWorldNormal_flTeamIdFade.xyz = worldNormal.xyz;
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o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w
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// Transform into projection space
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o.projPos = mul( float4( worldPos, 1 ), cViewProj );
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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.vProjPos_fWrinkleWeight.xyz = o.projPos.xyz;
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#if ( WORLD_NORMAL )
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{
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o.vProjPos_fWrinkleWeight.z = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
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}
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#endif
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// Don't have to worry about hardware blend here since we never do that with phong.
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#if ( !DOPIXELFOG )
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{
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o.vWorldPos_vertexFogFactor.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
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}
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#endif
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o.vWorldNormal_flTeamIdFade.w = RemapValClamped( distance( cEyePos, worldPos.xyz ), g_teamIdMinMax.x, g_teamIdMinMax.y, 0.0, 1.0 );
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#if( CASCADED_SHADOW_MAPPING )
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{
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float4 worldPos = float4( o.vWorldPos_vertexFogFactor.xyz, 1.0f );
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#if CSM_VIEWMODELQUALITY
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o.csmXform0or1_csmXform2.xy = mul( worldPos, g_matWorldToShadowTexMatrices[0] ).xy;
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#else
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o.csmXform0or1_csmXform2.xy = mul( worldPos, g_matWorldToShadowTexMatrices[0] ).xy;
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o.csmXform0or1_csmXform2.zw = mul( worldPos, g_matWorldToShadowTexMatrices[1] ).xy;
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#endif
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o.staticLight_csmXform0z.w = mul( worldPos, g_matWorldToShadowTexMatrix0_z );
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}
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#endif
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return o;
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}
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