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602 lines
21 KiB
602 lines
21 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: "VERTEXCOLOR" "0..1"
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// disable separate detail UVs & seamless base/detail (does not appear to be used)
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// STATIC: "SEPARATE_DETAIL_UVS" "0..0"
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// STATIC: "SEAMLESS_BASE" "0..0"
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// STATIC: "SEAMLESS_DETAIL" "0..0"
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// STATIC: "DECAL" "0..1"
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// STATIC: "LIGHTING_PREVIEW" "0..1" [PC] // Disabled. Unused on CS:GO --Thorsten
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// STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE]
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// STATIC: "TREESWAY" "0..0" [vs20] [PC]
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// STATIC: "TREESWAY" "0..2" [vs30] [PC]
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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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// STATIC: "CSM_BLENDING" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DYNAMIC_LIGHT" "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" [CONSOLE]
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// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
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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..2"
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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 ) && ( $NUM_LIGHTS > 0 ) [vs20] [PC]
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// SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL)
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// SKIP: ($TREESWAY) && ($MORPHING)
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// SKIP: ($TREESWAY) && ($TESSELLATION)
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// SKIP: ( $TREESWAY ) && ( $SEAMLESS_DETAIL || $SEAMLESS_BASE )
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// SKIP: ( $SFM == 0 ) && ( $MORPHING )
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// SKIP: ( $SFM == 0 ) && ( $TESSELLATION )
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// This blows instruction limits and isn't used
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// That is, non-static-control flow is only on MacOS, which doesn't use HARDWAREFOGBLEND
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// SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 1 ) && ( $HARDWAREFOGBLEND )
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#include "common_fog_vs_supportsvertexfog_fxc.h"
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// When tessellating, we don't have room in the super-prim vertices for more colors, tex coords or objects space positions
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// SKIP: ( $STATICLIGHT3 || $VERTEXCOLOR || $SEAMLESS_BASE || $SEAMLESS_DETAIL || $SEPARATE_DETAIL_UVS || $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
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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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static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
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static const bool g_bCubemap = CUBEMAP ? true : false;
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static const bool g_bFlashlight = FLASHLIGHT ? true : false;
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static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
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#if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL)
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static const bool g_bDecalOffset = true;
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#else
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static const bool g_bDecalOffset = false;
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#endif
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
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#if ( LIGHTING_PREVIEW == 3 )
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const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_2 );
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#define g_flStaticLightEnabled 0
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#else
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const float4 g_flStaticLightEnabled_vCSMLightColor : register( SHADER_SPECIFIC_CONST_2 );
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#define g_flStaticLightEnabled (g_flStaticLightEnabled_vCSMLightColor.x)
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#define g_vCSMLightColor (g_flStaticLightEnabled_vCSMLightColor.yzw)
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#endif
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#if ( CASCADED_SHADOW_MAPPING == 0 )
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const float4 g_vMiscParams1 : register( SHADER_SPECIFIC_CONST_3 );
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#if ( SEAMLESS_DETAIL || SEAMLESS_BASE )
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#define SEAMLESS_SCALE g_vMiscParams1.x
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#elif TESSELLATION
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#define g_SubDControls g_vMiscParams1
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#endif
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#endif // CASCADED_SHADOW_MAPPING
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9
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const float4 g_vMiscParams2 : register( SHADER_SPECIFIC_CONST_12 );
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#define cSinglePassFlashlight g_vMiscParams2.x
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const float4 g_vMiscParams3 : register( SHADER_SPECIFIC_CONST_10 );
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const float4 g_vMiscParams4 : register( SHADER_SPECIFIC_CONST_11 );
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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 ( TREESWAY )
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#define g_flTime g_vMiscParams2.y
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#define g_vWindDir g_vMiscParams2.zw
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#define g_flFastSwaySpeedScale g_vMiscParams1.x
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#define g_flScrumbleFalloffCurve g_vMiscParams1.y
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#define g_flSwayFalloffCurve g_vMiscParams1.z
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#define g_flScrumbleSpeed g_vMiscParams1.w
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#define g_flHeight g_vMiscParams3.x
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#define g_flStartHeight g_vMiscParams3.y
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#define g_flRadius g_vMiscParams3.z
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#define g_flStartRadius g_vMiscParams3.w
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#define g_flSwaySpeed g_vMiscParams4.x
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#define g_flSwayIntensity g_vMiscParams4.y
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#define g_flScrumbleWaveCount g_vMiscParams4.z
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#define g_flScrumbleIntensity g_vMiscParams4.w
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#define g_flWindSpeedLerpStart cDetailTexCoordTransform[0].x
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#define g_flWindSpeedLerpEnd cDetailTexCoordTransform[0].y
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#endif
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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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#define cMorphTargetTextureDim g_vMiscParams3
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#define cMorphSubrect g_vMiscParams4
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sampler2D morphSampler : register( s0 );
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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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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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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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#if VERTEXCOLOR
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float4 vColor : COLOR0;
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#else
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#if DECAL
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float4 vStaticLight : COLOR0;
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#else
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float4 vStaticLight : COLOR1;
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#endif
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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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#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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// Position and normal/tangent deltas
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float3 vPosFlex : POSITION1;
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float3 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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#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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// Stuff that is seen by the pixel shader
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float4 baseTexCoord_baseTexCoord2u : TEXCOORD0; // Base texture coordinates in .xy, seamless in .xyz, 2nd (decal) uv set 'u' in .w
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float4 detailTexCoord_baseTexCoord2v : TEXCOORD1; // Detail texture coordinates in .xy, seamless in .xyz, 2nd (decal) uv set 'v' in .w
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float4 vWorldNormal_fogFactorW : TEXCOORD2; // world space normal in .xyz, fog factor in .w
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float4 vWorldPos_csmXform0z : TEXCOORD3; // world pos in .xyz, csm lightToWorldxformcascade0.z in .w
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float4 directionalLightingColor_flShadowDimScalar : TEXCOORD4;
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float4 csmXform0or1_csmXform2 : TEXCOORD5; // csm lightToWorldxformcascade0 or 1.xy in .xy lightToWorldxformcascade2.xy in .zw
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float4 color : TEXCOORD6; // vertex color from lighting or unlit in .xyz
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float4 vProjPos : TEXCOORD7; // proj pos .xyzw
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#if FLASHLIGHT && defined( SHADER_MODEL_VS_3_0 )
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float4 flashlightSpacePos : TEXCOORD8;
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#endif
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#if SEAMLESS_DETAIL || SEAMLESS_BASE
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float3 SeamlessWeights : COLOR0; // x y z projection weights
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#endif
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};
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#include "tree_sway.h"
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float Luminance( float3 cColor )
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{
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// Formula for calculating luminance based on NTSC standard
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return dot( cColor.rgb, float3( 0.2125, 0.7154, 0.0721 ) );
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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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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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bool bStaticLight = g_flStaticLightEnabled ? true : false;
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bool bDoLighting = !g_bVertexColor && ( bDynamicLight || bStaticLight);
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float3 worldPos;
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#if ( TESSELLATION )
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{
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EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z,
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BezierSampler, DispSampler,
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o.vWorldNormal_fogFactorW.xyz, worldPos,
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o.baseTexCoord_baseTexCoord2u.xy, o.detailTexCoord_baseTexCoord2v.xy );
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float3 vDummySpecular = float3(0,0,0);
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o.color_csmXform0z.xyz = DoLighting( worldPos, o.vWorldNormal_fogFactorW.xyz, vDummySpecular, bStaticLight, bDynamicLight, g_bHalfLambert );
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}
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#else // no TESSELLATION
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{
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float4 vPosition = v.vPos;
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float3 vNormal = 0;
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if ( bDoLighting || FLASHLIGHT || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP )
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{
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// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
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DecompressVertex_Normal( v.vNormal, vNormal );
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}
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else
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{
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if ( SEAMLESS_BASE || SEAMLESS_DETAIL || g_bDecalOffset || g_bFlashlight )
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{
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// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
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DecompressVertex_Normal( v.vNormal, vNormal );
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}
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}
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#if ( SEAMLESS_BASE || SEAMLESS_DETAIL )
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{
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// compute blend weights in rgb
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float3 NNormal = normalize( vNormal );
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o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1.
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}
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#endif
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#if ( !MORPHING )
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{
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
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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, vPosition.xyz, vNormal );
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}
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#endif
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#if ( TREESWAY )
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{
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vPosition.xyz = ComputeTreeSway( vPosition.xyz, g_flTime );
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}
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#endif
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SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, o.vWorldNormal_fogFactorW.xyz );
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if ( !g_bVertexColor )
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{
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o.vWorldNormal_fogFactorW.xyz = normalize( o.vWorldNormal_fogFactorW.xyz );
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}
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#if ( MORPHING && DECAL )
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{
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// Avoid z precision errors
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worldPos += o.vWorldNormal_fogFactorW.xyz * 0.05f * v.vTexCoord2.z;
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}
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#endif
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o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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#if ( !FLASHLIGHT ) && ( defined( _GAMECONSOLE ) || defined ( SHADER_MODEL_VS_3_0 ) || ( CASCADED_SHADOW_MAPPING == 1 ) )
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{
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o.directionalLightingColor_flShadowDimScalar = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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}
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#endif
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#if ( VERTEXCOLOR )
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{
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// Assume that this is unlitgeneric if you are using vertex color.
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o.color.rgb = GammaToLinear( v.vColor.rgb );
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o.color.a = v.vColor.a;
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}
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#else
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{
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float4 staticLightColor;
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float3 vDirectLighting = float3(0.0f, 0.0f, 0.0f);
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// Compute vertex lighting
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#if ( STATICLIGHT3 != 0 )
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{
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// We always assume three incoming streams.
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// They will not be equal if bumped data is taking this path as part of a lower gpu_level setting.
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// They will be equal otherwise.
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// Take the average of incoming streams for PS to use (after converting to linear space).
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staticLightColor.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright );
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staticLightColor.rgb += GammaToLinear( v.vStaticLight2.rgb * cOverbright );
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staticLightColor.rgb += GammaToLinear( v.vStaticLight3.rgb * cOverbright );
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// .a already in linear space
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staticLightColor.a = ( v.vStaticLight.a + v.vStaticLight2.a + v.vStaticLight3.a );
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staticLightColor /= 3.0f;
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#if ( ( FLATTEN_STATIC_CONTROL_FLOW == 0 ) || defined ( SHADER_MODEL_VS_3_0 ) )
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{
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float3 dynamicLighting = float3( 0.0f, 0.0f, 0.0f );
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#if ( STATICLIGHT3 == 1 )
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// explicitly add dynamic lights (without adding ambient cube)
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if ( bDynamicLight )
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{
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for ( int i = 0; i < g_nLightCount; i++ )
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{
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dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, i, g_bHalfLambert );
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}
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}
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// Sunlight light baked into static light.
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#if ( CSM_BLENDING == 1 )
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// Remove sunlight from baked lighting, leaving only indirect.
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o.directionalLightingColor_flShadowDimScalar.rgb = g_vCSMLightColor * staticLightColor.a;
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staticLightColor.rgb -= o.directionalLightingColor_flShadowDimScalar.rgb;
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#else
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o.directionalLightingColor_flShadowDimScalar.rgb = float3( 0.0f, 0.0f, 0.0f );
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#endif
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#else
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// STATICLIGHT3 == 2 => indirect lighting only is baked (model classified as phong as far as static lighting is concerned if any materials contain $phong)
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// explicitly add dynamic lights (without adding ambient cube)
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// dynamic lighting, 0th light is CSM light in this path. We skip it and apply in the pixel shader using baked direct lighting intensity
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// stored in o.directionalLightingColor_flShadowDimScalar.a (from baked lighting data)
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for ( int i = 0; i < g_nLightCount; i++ )
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{
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if (i > 0) // starting loop at i == 1 causes warning about forcing the loop to unroll
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{
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dynamicLighting.rgb += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, i, g_bHalfLambert );
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}
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}
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o.directionalLightingColor_flShadowDimScalar.rgb = cLightInfo[0].color.rgb * staticLightColor.a;
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#endif
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o.color.rgb = staticLightColor.rgb + dynamicLighting.rgb;
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}
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#else
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{
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float3 dynamicLighting = float3( 0.0f, 0.0f, 0.0f );
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#if ( STATICLIGHT3 == 1 )
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// explicitly add dynamic lights (without adding ambient cube)
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if( bDynamicLight ) // Ambient light
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{
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if ( NUM_LIGHTS >= 1 )
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dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 0, g_bHalfLambert );
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if ( NUM_LIGHTS >= 2 )
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dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 1, g_bHalfLambert );
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if ( NUM_LIGHTS >= 3 )
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dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 2, g_bHalfLambert );
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if ( NUM_LIGHTS >= 4 )
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dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 3, g_bHalfLambert );
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}
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// Sunlight light baked into static light.
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#if ( CSM_BLENDING == 1 )
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// Remove sunlight from baked lighting, leaving only indirect.
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o.directionalLightingColor_flShadowDimScalar.rgb = g_vCSMLightColor * staticLightColor.a;
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staticLightColor.rgb -= o.directionalLightingColor_flShadowDimScalar.rgb;
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#else
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o.directionalLightingColor_flShadowDimScalar.rgb = float3( 0.0f, 0.0f, 0.0f );
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#endif
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#else
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// STATICLIGHT3 == 2 => indirect lighting only is baked (model classified as phong as far as static lighting is concerned if any materials contain $phong)
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// explicitly add dynamic lights (without adding ambient cube)
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// dynamic lighting, 0th light is CSM light in this path. We skip it and apply in the pixel shader using baked direct lighting intensity
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// stored in o.directionalLightingColor_flShadowDimScalar.a (from baked lighting data)
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if ( NUM_LIGHTS >= 2 )
|
|
dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 1, g_bHalfLambert );
|
|
if ( NUM_LIGHTS >= 3 )
|
|
dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 2, g_bHalfLambert );
|
|
if ( NUM_LIGHTS >= 4 )
|
|
dynamicLighting += DoLightInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 3, g_bHalfLambert );
|
|
|
|
o.directionalLightingColor_flShadowDimScalar.rgb = cLightInfo[0].color.rgb * staticLightColor.a;
|
|
#endif
|
|
|
|
o.color.rgb = staticLightColor.rgb + dynamicLighting.rgb;
|
|
}
|
|
#endif
|
|
}
|
|
#else
|
|
{
|
|
// Single vertex light stream. Typically dynamic props and static props in very old maps.
|
|
|
|
staticLightColor = v.vStaticLight;
|
|
|
|
// Note: PS3 treats the color as a 4-vector, big-endian RGBA (as in .rgba <=> .xyzw), hence we need to build the color channels in correct order for PS3 (see e.g. imesh.h)
|
|
#if ( ( FLATTEN_STATIC_CONTROL_FLOW == 0 ) || defined ( SHADER_MODEL_VS_3_0 ) )
|
|
{
|
|
if ( bStaticLight )
|
|
{
|
|
o.color.xyz = DoLighting( worldPos, o.vWorldNormal_fogFactorW.xyz, staticLightColor.xyz, bStaticLight, bDynamicLight, g_bHalfLambert );
|
|
}
|
|
else
|
|
{
|
|
// dynamic lighting only => 0th dlight is the csm casting light
|
|
o.color.xyz = DoLightingSeparateDirectional( worldPos, o.vWorldNormal_fogFactorW.xyz, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, vDirectLighting.rgb );
|
|
#if ( DECAL==0 )
|
|
o.directionalLightingColor_flShadowDimScalar.rgb = vDirectLighting.rgb;
|
|
#endif
|
|
}
|
|
}
|
|
#else
|
|
{
|
|
o.color.xyz = DoLightingUnrolled( worldPos, o.vWorldNormal_fogFactorW.xyz, staticLightColor.xyz, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#if ( !FLASHLIGHT ) && ( defined( _GAMECONSOLE ) || defined ( SHADER_MODEL_VS_3_0 ) || ( CASCADED_SHADOW_MAPPING == 1 ) )
|
|
{
|
|
#if (DECAL)
|
|
#if ( CSM_BLENDING == 1 )
|
|
float flSunAmount = CosineTermInternal( worldPos, o.vWorldNormal_fogFactorW.xyz, 0, g_bHalfLambert ) * v.vStaticLight.w;
|
|
o.directionalLightingColor_flShadowDimScalar.rgb *= v.vStaticLight.w;
|
|
o.directionalLightingColor_flShadowDimScalar.a = flSunAmount;
|
|
#else
|
|
o.directionalLightingColor_flShadowDimScalar.a = 0.0;
|
|
#endif
|
|
#else
|
|
if ( bStaticLight )
|
|
{
|
|
#if ( CSM_BLENDING == 1 )
|
|
o.directionalLightingColor_flShadowDimScalar.a = staticLightColor.a;
|
|
#else
|
|
float flSunPercent = 1.0 - staticLightColor.a;
|
|
float flSunAmount = flSunPercent * Luminance( GammaToLinear( staticLightColor.rgb * cOverbright ) );
|
|
o.directionalLightingColor_flShadowDimScalar.a = flSunAmount;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
o.directionalLightingColor_flShadowDimScalar.a = 0.0;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#if ( SEAMLESS_BASE )
|
|
{
|
|
o.baseTexCoord_baseTexCoord2u.xyz = SEAMLESS_SCALE * v.vPos.xyz;
|
|
}
|
|
#else
|
|
{
|
|
// Base texture coordinates
|
|
o.baseTexCoord_baseTexCoord2u.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
|
|
o.baseTexCoord_baseTexCoord2u.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
|
|
}
|
|
#endif
|
|
|
|
#if ( SEAMLESS_DETAIL )
|
|
{
|
|
// FIXME: detail texcoord as a 2d xform doesn't make much sense here, so I just do enough so
|
|
// that scale works. More smartness could allow 3d xform.
|
|
o.detailTexCoord_baseTexCoord2v.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz;
|
|
}
|
|
#else
|
|
{
|
|
#if ( TREE_SWAY )
|
|
{
|
|
o.detailTexCoord_baseTexCoord2v.xy = v.vTexCoord0;
|
|
}
|
|
#else
|
|
{
|
|
// Detail texture coordinates
|
|
// FIXME: This shouldn't have to be computed all the time.
|
|
o.detailTexCoord_baseTexCoord2v.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
|
|
o.detailTexCoord_baseTexCoord2v.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#if ( SEPARATE_DETAIL_UVS )
|
|
{
|
|
o.detailTexCoord_baseTexCoord2v.xy = v.vTexCoord1.xy;
|
|
}
|
|
#else
|
|
{
|
|
// 2nd uv set, pass through for now
|
|
o.baseTexCoord_baseTexCoord2u.w = v.vTexCoord1.x;
|
|
o.detailTexCoord_baseTexCoord2v.w = v.vTexCoord1.y;
|
|
}
|
|
#endif
|
|
}
|
|
#endif // TESSELLATION
|
|
|
|
#if ( !defined( _GAMECONSOLE ) && FLASHLIGHT )
|
|
{
|
|
//zero out the vertex color in additive two-pass flashlight mode
|
|
o.color.rgb *= cSinglePassFlashlight.x;
|
|
}
|
|
#endif
|
|
|
|
// Transform into projection space
|
|
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
|
|
|
|
#ifdef _PS3
|
|
// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
|
|
o.projPos.y = -o.projPos.y;
|
|
o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
|
|
#endif // _PS3
|
|
|
|
o.vProjPos = o.projPos;
|
|
|
|
o.vWorldPos_csmXform0z.xyz = worldPos;
|
|
|
|
#if ( LIGHTING_PREVIEW == 3 )
|
|
{
|
|
o.vProjPos.z = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
|
|
}
|
|
#endif
|
|
|
|
#if ( LIGHTING_PREVIEW )
|
|
{
|
|
float d = 0.2 + abs( dot( normalize(worldPos.xyz - cEyePos.xyz), o.vWorldNormal_fogFactorW.xyz ) );
|
|
o.color.xyz = float3( d, d, d );
|
|
}
|
|
#endif
|
|
|
|
#if ( FLASHLIGHT ) && defined( SHADER_MODEL_VS_3_0 )
|
|
{
|
|
o.flashlightSpacePos = TransformFlashlightWorldToTexture( worldPos, g_FlashlightWorldToTexture );
|
|
}
|
|
#endif
|
|
|
|
#if ( HARDWAREFOGBLEND )
|
|
{
|
|
o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
|
|
}
|
|
#endif
|
|
#if ( !DOPIXELFOG && !HARDWAREFOGBLEND )
|
|
{
|
|
o.vWorldNormal_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
|
|
}
|
|
#endif
|
|
|
|
|
|
#if( CASCADED_SHADOW_MAPPING )
|
|
{
|
|
float4 worldPos = float4( o.vWorldPos_csmXform0z.xyz, 1.0f );
|
|
|
|
o.csmXform0or1_csmXform2.xy = mul( worldPos, g_matWorldToShadowTexMatrices[0] ).xy;
|
|
o.csmXform0or1_csmXform2.zw = mul( worldPos, g_matWorldToShadowTexMatrices[1] ).xy;
|
|
o.vWorldPos_csmXform0z.w = mul( worldPos, g_matWorldToShadowTexMatrix0_z );
|
|
}
|
|
#endif
|
|
|
|
return o;
|
|
}
|