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//======= Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======
// STATIC: "DECAL" "0..1" [vs30] // STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
// DYNAMIC: "COMPRESSED_VERTS" "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]
#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 ); const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
#ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); #endif
//----------------------------------------------------------------------------- // 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; 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; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; float4 vUserData : TANGENT;
// Position and normal/tangent deltas float4 vPosFlex : POSITION1; float4 vNormalFlex : NORMAL1;
#ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif };
struct VS_OUTPUT { // Stuff that isn't seen by the pixel shader float4 projPos : POSITION; #if !defined( _X360 ) float fog : FOG; #endif // Stuff that is seen by the pixel shader float4 baseTexCoord : TEXCOORD0; // includes detail tex coord float3 lightAtten : TEXCOORD1; float3 worldVertToEyeVector : TEXCOORD2; float3x3 tangentSpaceTranspose : TEXCOORD3; // second row : TEXCOORD4; // third row : TEXCOORD5; float4 worldPos_atten3 : TEXCOORD6; float4 projPos_fWrinkleWeight : TEXCOORD7; };
//----------------------------------------------------------------------------- // Main shader entry point //----------------------------------------------------------------------------- VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos; float3 vNormal; float4 vTangent; DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w ); #endif
// Perform skinning float3 worldNormal, worldPos, worldTangentS, worldTangentT; SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal, worldTangentS, worldTangentT );
// Always normalize since flex path is controlled by runtime // constant not a shader combo and will always generate the normalization worldNormal = normalize( worldNormal ); worldTangentS = normalize( worldTangentS ); worldTangentT = normalize( worldTangentT );
#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL // Avoid z precision errors worldPos += worldNormal * 0.05f * v.vTexCoord2.z; #endif
// Transform into projection space float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = vProjPos; vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.projPos_fWrinkleWeight.xyz = vProjPos.xyz;
#if !defined( _X360 ) o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType ); #endif // Needed for water fog alpha and diffuse lighting // FIXME: we shouldn't have to compute this all the time. o.worldPos_atten3.xyz = worldPos;
// Needed for specular o.worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
// Compute bumped lighting // FIXME: We shouldn't have to compute this for unlit materials #if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW ) o.lightAtten.xyz = float3(0,0,0); o.worldPos_atten3.w = 0.0f; #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.worldPos_atten3.w = GetVertexAttenForLight( worldPos, 3, false ); #endif #else o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true ); o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true ); o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true ); o.worldPos_atten3.w = GetVertexAttenForLight( worldPos, 3, true ); #endif
// Base texture coordinate transform o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); o.baseTexCoord.z = dot( v.vTexCoord0, cDetailTexCoordTransform[0] ); o.baseTexCoord.w = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
// Tangent space transform o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x ); o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y ); o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
return o; }
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