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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //=============================================================================
// STATIC: "NORMALMAP" "0..1" // STATIC: "WORLDVERTEXTRANSITION" "0..1" // STATIC: "SEAMLESS" "0..1" // STATIC: "DETAIL" "0..1" // DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
const float3 g_FlashlightPos : register( SHADER_SPECIFIC_CONST_0 ); const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_1 ); const float4 g_FlashlightAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 );
#if SEAMLESS const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_6 ); #define SEAMLESS_SCALE (SeamlessScale.x) #endif const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 ); const float4 cNormalMapOrDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 );
static const int g_FogType = DOWATERFOG;
struct VS_INPUT { float3 vPos : POSITION; //This HAS to match lightmappedgeneric_vs20.fxc's position input. Otherwise depth fighting errors occur on the 360 float4 vNormal : NORMAL; float2 vBaseTexCoord : TEXCOORD0; #if WORLDVERTEXTRANSITION float2 vLightmapTexCoord : TEXCOORD1; float4 vColor : COLOR0; #endif #if NORMALMAP float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; #endif };
struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) float fog : FOG; #endif
float4 spotTexCoord : TEXCOORD0;
#if SEAMLESS float3 SeamlessTexCoord : TEXCOORD1; #else float2 baseTexCoord : TEXCOORD1; #endif
#if NORMALMAP float3 tangentPosToLightVector : TEXCOORD2; float2 normalMapTexCoord : TEXCOORD3; #else float3 worldPosToLightVector : TEXCOORD2; float3 normal : TEXCOORD3; #endif
float2 detailCoords : TEXCOORD4; float4 worldPos_worldTransition : TEXCOORD5; float3 vProjPos : TEXCOORD6; float4 fogFactorW : TEXCOORD7; };
float RemapValClamped( float val, float A, float B, float C, float D) { float cVal = (val - A) / (B - A); cVal = saturate( cVal );
return C + (D - C) * cVal; }
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o;
float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal );
float4 projPos; float3 worldPos; float3 worldNormal; float3 eyeVector;
//Projection math HAS to match lightmappedgeneric_vs20.fxc's math exactly. Otherwise depth fighting errors occur on the 360 projPos = mul( float4( v.vPos, 1 ), cModelViewProj ); o.projPos = projPos; o.vProjPos.xyz = projPos.xyw;
worldPos = mul( float4( v.vPos, 1 ), cModel[0] ); worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); o.worldPos_worldTransition = float4( worldPos.xyz, 1.0f );
o.fogFactorW = CalcFog( worldPos, projPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW.w; #endif
#if NORMALMAP float3 worldTangentS = mul( v.vTangentS, cModel[0] ); float3 worldTangentT = mul( v.vTangentT, cModel[0] ); #endif #if SEAMLESS float3 vNormal=normalize( worldNormal ); o.fogFactorW.xyz = vNormal * vNormal; // sums to 1. o.SeamlessTexCoord = SEAMLESS_SCALE*worldPos;
// Generate new tangent and binormal with seamless projection #if NORMALMAP // Brute-force for prototype - This must match the projection in the pixel shader! //float3 vVecX = { 1.0f, 0.0f, 0.0f }; //float3 vVecY = { 0.0f, 1.0f, 0.0f }; //float3 vVecZ = { 0.0f, 0.0f, 1.0f }; //worldTangentS.xyz = normalize( ( o.fogFactorW.x * vVecZ.xyz ) + ( o.fogFactorW.y * vVecX.xyz ) + ( o.fogFactorW.z * vVecX.xyz ) ); //worldTangentT.xyz = normalize( ( o.fogFactorW.x * vVecY.xyz ) + ( o.fogFactorW.y * vVecZ.xyz ) + ( o.fogFactorW.z * vVecY.xyz ) );
// Optimized version - This must match the projection in the pixel shader! worldTangentS.xyz = normalize( float3( o.fogFactorW.y + o.fogFactorW.z, 0.0f, o.fogFactorW.x ) ); worldTangentT.xyz = normalize( float3( 0.0f, o.fogFactorW.x + o.fogFactorW.z, o.fogFactorW.y ) ); #endif #else #if (SEAMLESS == 0 ) o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w; o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w; #endif #endif
float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); o.spotTexCoord = spotTexCoord.xyzw;
float3 worldPosToLightVector = g_FlashlightPos - worldPos; #if NORMALMAP
#if (DETAIL == 0) o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w; o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w; #else
#if SEAMLESS o.normalMapTexCoord = v.vBaseTexCoord; #else o.normalMapTexCoord = o.baseTexCoord; #endif
#endif
o.tangentPosToLightVector.x = dot( worldPosToLightVector, worldTangentS ); o.tangentPosToLightVector.y = dot( worldPosToLightVector, worldTangentT ); o.tangentPosToLightVector.z = dot( worldPosToLightVector, worldNormal ); #else o.worldPosToLightVector = worldPosToLightVector; o.normal = worldNormal; #endif
#if DETAIL o.detailCoords.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w; o.detailCoords.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w; #else o.detailCoords = float2(0,0); #endif
//float3 delta = worldPosToLightVector; //float distSquared = dot( delta, delta ); //float dist = sqrt( distSquared ); //float farZ = g_FlashlightAttenuationFactors.w; //float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f ); //o.projPos_atten.w = endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ); //o.projPos_atten.w = saturate( o.projPos_atten.w );
#if WORLDVERTEXTRANSITION o.worldPos_worldTransition.w = v.vColor.w; #endif return o; }
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