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//======= Copyright � 1996-2007, Valve Corporation, All rights reserved. ======
// STATIC: "VERTEXCOLOR" "0..1" // STATIC: "CUBEMAP" "0..1" // STATIC: "HALFLAMBERT" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "SEAMLESS_BASE" "0..1" // STATIC: "SEAMLESS_DETAIL" "0..1" // STATIC: "SEPARATE_DETAIL_UVS" "0..1" // STATIC: "DECAL" "0..1" [vs30] // STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] // STATIC: "DONT_GAMMA_CONVERT_VERTEX_COLOR" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "DYNAMIC_LIGHT" "0..1" // DYNAMIC: "STATIC_LIGHT_VERTEX" "0..1" // DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC] // DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX] // DYNAMIC: "MORPHING" "0..1" [vs30] // DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo // SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20] // SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL) // SKIP: ($DONT_GAMMA_CONVERT_VERTEX_COLOR && ( ! $VERTEXCOLOR ) ) #include "common_vs_fxc.h" static const bool g_bSkinning = SKINNING ? true : false; static const int g_FogType = DOWATERFOG; static const bool g_bVertexColor = VERTEXCOLOR ? true : false; static const bool g_bCubemap = CUBEMAP ? true : false; static const bool g_bFlashlight = FLASHLIGHT ? true : false; static const bool g_bHalfLambert = HALFLAMBERT ? true : false; #if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL) static const bool g_bDecalOffset = true; #else static const bool g_bDecalOffset = false; #endif
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); #if SEAMLESS_DETAIL || SEAMLESS_BASE const float cSeamlessScale : register( SHADER_SPECIFIC_CONST_2); #define SEAMLESS_SCALE cSeamlessScale.x #endif
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
#if defined ( _X360 ) const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9 #endif
#ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 ); sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); #endif
struct VS_INPUT { // This is all of the stuff that we ever use. float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL; float4 vColor : COLOR0; float3 vSpecular : COLOR1; // make these float2's and stick the [n n 0 1] in the dot math. float4 vTexCoord0 : TEXCOORD0; float4 vTexCoord1 : TEXCOORD1; float4 vTexCoord2 : TEXCOORD2; float4 vTexCoord3 : TEXCOORD3;
// Position and normal/tangent deltas float3 vPosFlex : POSITION1; float3 vNormalFlex : NORMAL1; #ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif };
struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position #if !defined( _X360 ) float fog : FOG; #endif
#if SEAMLESS_BASE HALF3 SeamlessTexCoord : TEXCOORD0; // Base texture x/y/z (indexed by swizzle) #else HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate #endif #if SEAMLESS_DETAIL HALF3 SeamlessDetailTexCoord : TEXCOORD1; // Detail texture coordinate #else HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate #endif float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
#if CUBEMAP || _X360 float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps #endif
float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
#if defined ( _X360 ) && FLASHLIGHT float4 flashlightSpacePos : TEXCOORD5; #endif
float4 vProjPos : TEXCOORD6; float4 worldPos_ProjPosZ : TEXCOORD7; float4 fogFactorW : COLOR1; #if SEAMLESS_DETAIL || SEAMLESS_BASE float3 SeamlessWeights : COLOR0; // x y z projection weights #endif
};
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
bool bDynamicLight = DYNAMIC_LIGHT ? true : false; bool bStaticLight = STATIC_LIGHT_VERTEX ? true : false; bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight);
float4 vPosition = v.vPos; float3 vNormal = 0; if ( bDoLighting || FLASHLIGHT || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP ) { // The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain) DecompressVertex_Normal( v.vNormal, vNormal ); }
#if SEAMLESS_BASE || SEAMLESS_DETAIL // compute blend weights in rgb float3 NNormal=normalize( vNormal ); o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1. #endif #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal ); #endif // Perform skinning float3 worldNormal, worldPos; SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
if ( !g_bVertexColor ) { worldNormal = normalize( worldNormal ); }
#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL // Avoid z precision errors worldPos += worldNormal * 0.05f * v.vTexCoord2.z; #endif o.worldSpaceNormal = worldNormal;
// Transform into projection space float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = vProjPos; vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.vProjPos = vProjPos; o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW.w; #endif o.worldPos_ProjPosZ.xyz = worldPos.xyz; o.worldPos_ProjPosZ.w = vProjPos.z;
// Needed for cubemaps #if CUBEMAP o.worldVertToEyeVector.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos); #endif
#if !defined (_X360) && FLASHLIGHT o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f ); #else if ( g_bVertexColor ) { // Assume that this is unlitgeneric if you are using vertex color. o.color.rgb = ( DONT_GAMMA_CONVERT_VERTEX_COLOR ) ? v.vColor.rgb : GammaToLinear( v.vColor.rgb ); o.color.a = v.vColor.a; } else { #if ( ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) ) { o.color.xyz = DoLighting( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert ); } #else { o.color.xyz = DoLightingUnrolled( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS ); } #endif } #endif
#if SEAMLESS_BASE o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * v.vPos.xyz; #else // Base texture coordinates o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); o.baseTexCoord.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.SeamlessDetailTexCoord.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz; #else // Detail texture coordinates // FIXME: This shouldn't have to be computed all the time. o.detailTexCoord.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] ); o.detailTexCoord.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] ); #endif
#if SEPARATE_DETAIL_UVS o.detailTexCoord.xy = v.vTexCoord1.xy; #endif
#if LIGHTING_PREVIEW float dot=0.5+0.5*worldNormal*float3(0.7071,0.7071,0); o.color.xyz=float3(dot,dot,dot); #endif
#if defined ( _X360 ) && FLASHLIGHT o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); #endif
return o; }
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