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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ====================== // // Example vertex shader that can be applied to models // //==================================================================================================
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "LIGHTING_PREVIEW" "0..1" // DYNAMIC: "NUM_LIGHTS" "0..4"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false; static const int g_FogType = DOWATERFOG;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
//----------------------------------------------------------------------------- // Input vertex format //----------------------------------------------------------------------------- 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; float2 vTexCoord0 : TEXCOORD0; };
struct VS_OUTPUT { // Stuff that isn't seen by the pixel shader float4 projPosSetup : POSITION; float fog : FOG; // Stuff that is seen by the pixel shader float2 baseTexCoord : TEXCOORD0; float4 lightAtten : TEXCOORD1; float3 worldNormal : TEXCOORD2; float3 worldPos : TEXCOORD3; float3 projPos : TEXCOORD4; };
//----------------------------------------------------------------------------- // Main shader entry point //----------------------------------------------------------------------------- VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vNormal; DecompressVertex_Normal( v.vNormal, vNormal );
float3 worldNormal, worldPos; SkinPositionAndNormal( g_bSkinning, v.vPos, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
// Transform into projection space float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPosSetup = vProjPos; vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.projPos = vProjPos.xyz; o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType );
// Needed for water fog alpha and diffuse lighting o.worldPos = worldPos; o.worldNormal = normalize( worldNormal );
// Scalar attenuations for four lights o.lightAtten.xyz = float4(0,0,0,0); #if ( NUM_LIGHTS > 0 ) o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false ); #endif #if ( NUM_LIGHTS > 1 ) o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false ); #endif #if ( NUM_LIGHTS > 2 ) o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false ); #endif #if ( NUM_LIGHTS > 3 ) o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false ); #endif
// Base texture coordinate transform o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
return o; }
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