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//====== Copyright � 1996-2007, Valve Corporation, All rights reserved. ======= // // Purpose: // //=============================================================================
// STATIC: "NORMALMAP" "0..1" // STATIC: "WORLDVERTEXTRANSITION" "0..1" // STATIC: "VERTEXCOLOR" "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 );
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 ); const float4 cNormalMapTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 );
static const int g_FogType = DOWATERFOG;
struct VS_INPUT { // If this is float4, and the input is float3, the w component default to one. float4 vPos : POSITION; float3 vNormal : NORMAL; float2 vBaseTexCoord : TEXCOORD0; #if NORMALMAP float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; #endif float4 vColor : COLOR0; };
struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) float fog : FOG; #endif float4 spotTexCoord : TEXCOORD0; float2 baseTexCoord : TEXCOORD1; #if NORMALMAP float3 tangentPosToLightVector : TEXCOORD2; float2 normalMapTexCoord : TEXCOORD3; #else float3 worldPosToLightVector : TEXCOORD2; float3 normal : TEXCOORD3; #endif float4 vertAtten : COLOR0; };
float RemapValClamped( float val, float A, float B ) { float cVal = (val - A) / (B - A); cVal = saturate( cVal ); return cVal; }
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o;
float4 projPos; float3 worldPos; float3 worldNormal; float3 eyeVector;
projPos = mul( v.vPos, cModelViewProj ); o.projPos = projPos;
worldPos = mul( v.vPos, cModel[0] ); worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] );
#if NORMALMAP float3 worldTangentS = mul( v.vTangentS, cModel[0] ); float3 worldTangentT = mul( v.vTangentT, cModel[0] ); #endif
#if !defined( _X360 ) o.fog = CalcFog( worldPos, projPos, g_FogType ); #endif
o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w; o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); o.spotTexCoord = spotTexCoord.xyzw;
float3 worldPosToLightVector = g_FlashlightPos - worldPos; #if NORMALMAP o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[0] ) + cNormalMapTexCoordTransform[0].w; o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[1] ) + cNormalMapTexCoordTransform[1].w;
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 float3 delta = worldPosToLightVector; float distSquared = dot( delta, delta ); float dist = sqrt( distSquared ); float farZ = g_FlashlightAttenuationFactors.w; float endFalloffFactor = RemapValClamped( dist, farZ, 0.6 * farZ ); o.vertAtten.xyz = saturate( endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) ); #if WORLDVERTEXTRANSITION o.vertAtten.w = 1 - v.vColor.w; #else #if VERTEXCOLOR o.vertAtten.w = v.vColor.w; #else o.vertAtten.w = 1.0f; #endif #endif return o; }
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