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// STATIC: "ENVMAP_MASK" "0..1" // STATIC: "TANGENTSPACE" "0..1" // STATIC: "BUMPMAP" "0..1" // STATIC: "DIFFUSEBUMPMAP" "0..1" // STATIC: "VERTEXCOLOR" "0..1" // STATIC: "VERTEXALPHATEXBLENDFACTOR" "0..1" // STATIC: "RELIEF_MAPPING" "0..0" // STATIC: "SEAMLESS" "0..1" // STATIC: "BUMPMASK" "0..1" // STATIC: "FLASHLIGHT" "0..1" [XBOX]
// DYNAMIC: "FASTPATH" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC] // DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
// This should not be a combo since I'm a moron with the tangent space and the flashlight. // SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP // SKIP: $SEAMLESS && $RELIEF_MAPPING // SKIP: $BUMPMASK && $RELIEF_MAPPING // SKIP: $BUMPMASK && $SEAMLESS
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG; static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK; static const bool g_bTangentSpace = TANGENTSPACE; static const bool g_bBumpmap = BUMPMAP; static const bool g_bBumpmapDiffuseLighting = DIFFUSEBUMPMAP; static const bool g_bVertexColor = VERTEXCOLOR; static const bool g_bVertexAlphaTexBlendFactor = VERTEXALPHATEXBLENDFACTOR; static const bool g_BumpMask = BUMPMASK;
#if SEAMLESS const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_0 ); #define SEAMLESS_SCALE (SeamlessScale.x) #else const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cDetailOrBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); #endif // This should be identity if we are bump mapping, otherwise we'll screw up the lightmapTexCoordOffset. const float4 cEnvmapMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); const float4 cBlendMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest!
struct VS_INPUT { float3 vPos : POSITION; float4 vNormal : NORMAL; float2 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; float2 vLightmapTexCoordOffset : TEXCOORD2; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; float4 vColor : COLOR0; };
struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) float fog : FOG; #endif
#if SEAMLESS float3 SeamlessTexCoord : TEXCOORD0; // x y z float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; // envmap mask #else float2 baseTexCoord : TEXCOORD0; // detail textures and bumpmaps are mutually exclusive so that we have enough texcoords. #if RELIEF_MAPPING float3 TangentSpaceViewRay : TEXCOORD1; #else float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; #endif #endif float4 lightmapTexCoord1And2 : TEXCOORD2; float4 lightmapTexCoord3 : TEXCOORD3; // and basetexcoord*mask_scale float4 worldPos_projPosZ : TEXCOORD4;
#if TANGENTSPACE || (LIGHTING_PREVIEW) || defined( _X360 ) float3x3 tangentSpaceTranspose : TEXCOORD5; // and 6 and 7 #endif
float4 vertexColor : COLOR; // in seamless, r g b = blend weights float4 vertexBlendX_fogFactorW : COLOR1;
// Extra iterators on 360, used in flashlight combo #if defined( _X360 ) #if FLASHLIGHT float4 flashlightSpacePos : TEXCOORD8; float4 vProjPos : TEXCOORD9; #endif #endif
};
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal );
float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
float4 vProjPos = mul( float4( v.vPos, 1 ), cModelViewProj ); o.projPos = vProjPos; vProjPos.z = dot( float4( v.vPos, 1 ), cModelViewProjZ ); o.worldPos_projPosZ = float4( worldPos, vProjPos.z ); float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); #if TANGENTSPACE || (LIGHTING_PREVIEW) || defined( _X360 ) float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] ); float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
#if SEAMLESS && BUMPMAP && defined( _X360 ) float3 n = normalize( worldNormal ); float3 n2 = n * n; // sums to 1.
o.tangentSpaceTranspose[0] = normalize( float3( n2.y + n2.z, 0.0f, n2.x ) ); o.tangentSpaceTranspose[1] = normalize( float3( 0.0f, n2.x + n2.z, n2.y ) ); o.tangentSpaceTranspose[2] = worldNormal; #else o.tangentSpaceTranspose[0] = worldTangentS; o.tangentSpaceTranspose[1] = worldTangentT; o.tangentSpaceTranspose[2] = worldNormal; #endif
#endif
float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
#if SEAMLESS { // we need to fill in the texture coordinate projections o.SeamlessTexCoord = SEAMLESS_SCALE*worldPos; } #else { if (FASTPATH) { o.baseTexCoord.xy = v.vBaseTexCoord; } else { o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w; o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w; } #if ( RELIEF_MAPPING == 0 ) { // calculate detailorbumptexcoord if ( FASTPATH ) o.detailOrBumpAndEnvmapMaskTexCoord.xy = v.vBaseTexCoord.xy; else { o.detailOrBumpAndEnvmapMaskTexCoord.x = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[0] ) + cDetailOrBumpTexCoordTransform[0].w; o.detailOrBumpAndEnvmapMaskTexCoord.y = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[1] ) + cDetailOrBumpTexCoordTransform[1].w; } } #endif } #endif if ( FASTPATH ) { o.lightmapTexCoord3.zw = v.vBaseTexCoord; } else { o.lightmapTexCoord3.z = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[0] ) + cBlendMaskTexCoordTransform[0].w; o.lightmapTexCoord3.w = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[1] ) + cBlendMaskTexCoordTransform[1].w; } // compute lightmap coordinates if( g_bBumpmap && g_bBumpmapDiffuseLighting ) { o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
// reversed component order o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
o.lightmapTexCoord3.xy = lightmapTexCoord3; } else { o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord; }
#if ( RELIEF_MAPPING == 0) if( g_UseSeparateEnvmapMask || g_BumpMask ) { // reversed component order # if FASTPATH o.detailOrBumpAndEnvmapMaskTexCoord.wz = v.vBaseTexCoord.xy; # else o.detailOrBumpAndEnvmapMaskTexCoord.w = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[0] ) + cEnvmapMaskTexCoordTransform[0].w; o.detailOrBumpAndEnvmapMaskTexCoord.z = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[1] ) + cEnvmapMaskTexCoordTransform[1].w; # endif } #endif
o.vertexBlendX_fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.vertexBlendX_fogFactorW; #endif
if (!g_bVertexColor) { o.vertexColor = float4( 1.0f, 1.0f, 1.0f, cModulationColor.a ); } else { #if FASTPATH o.vertexColor = v.vColor; #else if ( g_bVertexAlphaTexBlendFactor ) { o.vertexColor.rgb = v.vColor.rgb; o.vertexColor.a = cModulationColor.a; } else { o.vertexColor = v.vColor; o.vertexColor.a *= cModulationColor.a; } #endif } #if SEAMLESS // compute belnd weights in rgb float3 vNormal=normalize( worldNormal ); o.vertexColor.xyz = vNormal * vNormal; // sums to 1. #endif
// On 360, we have extra iterators and can fold the flashlight into this shader #if defined( _X360 ) #if FLASHLIGHT o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); o.vProjPos = vProjPos; #endif #endif
if ( g_bVertexAlphaTexBlendFactor ) { o.vertexBlendX_fogFactorW.r = v.vColor.a; } return o; }
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