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132 lines
3.9 KiB
132 lines
3.9 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "TEETH" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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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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static const bool g_bTeeth = TEETH ? true: false;
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const float4 cLightPosition : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cWorldToTextureTransform[4] : register( SHADER_SPECIFIC_CONST_1 );
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const float4 cAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 );
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 );
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const float4 cNormalMapOrDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 );
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const float4 cTeethAttenuationConst : register( SHADER_SPECIFIC_CONST_10 );
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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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float2 vBaseTexCoord : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION; // Projection-space position
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#if !defined( _X360 ) && !defined( _PS3 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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#endif
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float4 spotTexCoord : TEXCOORD0;
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float2 baseTexCoord : TEXCOORD1;
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float3 vWorldToLight : TEXCOORD2;
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float3 worldNormal : TEXCOORD3;
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//float2 detailCoords : TEXCOORD4;
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float3 worldPos : TEXCOORD5;
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#if HARDWAREFOGBLEND || DOPIXELFOG
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float3 projPos_fogFactorW : TEXCOORD6;
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#else
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float4 projPos_fogFactorW : TEXCOORD6;
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#endif
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float4 vDiffuse : 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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// Perform skinning
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float3 worldNormal, worldPos;
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SkinPositionAndNormal(
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g_bSkinning,
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v.vPos, v.vNormal.xyz,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal );
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if( g_bSkinning )
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{
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worldNormal = normalize( worldNormal );
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}
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o.vProjPos = 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.vProjPos.y = -o.vProjPos.y;
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o.vProjPos.z = 2.0f * o.vProjPos.z - o.vProjPos.w;
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#endif // _PS3
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o.worldPos = worldPos;
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o.projPos_fogFactorW.xyz = o.vProjPos.xyz;
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#if HARDWAREFOGBLEND
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o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
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#endif
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#if !DOPIXELFOG && !HARDWAREFOGBLEND
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o.projPos_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
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#endif
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o.spotTexCoord.x = dot( worldPos, cWorldToTextureTransform[0].xyz ) + cWorldToTextureTransform[0].w;
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o.spotTexCoord.y = dot( worldPos, cWorldToTextureTransform[1].xyz ) + cWorldToTextureTransform[1].w;
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o.spotTexCoord.z = dot( worldPos, cWorldToTextureTransform[2].xyz ) + cWorldToTextureTransform[2].w;
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o.spotTexCoord.w = dot( worldPos, cWorldToTextureTransform[3].xyz ) + cWorldToTextureTransform[3].w;
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o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0].xy ) + cBaseTexCoordTransform[0].w;
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o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1].xy ) + cBaseTexCoordTransform[1].w;
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float3 vWorldPosToLight = cLightPosition.xyz - worldPos;
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o.vWorldToLight = vWorldPosToLight;
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float3 distatten;
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distatten.z = dot( vWorldPosToLight, vWorldPosToLight );
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distatten.y = rsqrt( distatten.z );
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distatten.x = 1.0f;
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float dist = distatten.z * distatten.y;
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distatten.z = 1 / distatten.z;
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float endFalloffFactor = dist - cAttenuationFactors.w;
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endFalloffFactor *= cLightPosition.w;
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endFalloffFactor = saturate( endFalloffFactor );
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float vertAtten = dot( distatten, cAttenuationFactors.xyz ) * endFalloffFactor;
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if( g_bTeeth )
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{
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float mouthAtten = dot( worldNormal.xyz, cTeethAttenuationConst.xyz );
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mouthAtten = max( mouthAtten, 0.0f );
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mouthAtten *= cTeethAttenuationConst.w;
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vertAtten *= mouthAtten;
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}
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o.vDiffuse = vertAtten;
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o.worldNormal = worldNormal;
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return o;
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}
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