Team Fortress 2 Source Code as on 22/4/2020
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  1. //======= Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======
  2. // STATIC: "DECAL" "0..1" [vs30]
  3. // STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
  4. // DYNAMIC: "COMPRESSED_VERTS" "0..1"
  5. // DYNAMIC: "DOWATERFOG" "0..1"
  6. // DYNAMIC: "SKINNING" "0..1"
  7. // DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC]
  8. // DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
  9. // DYNAMIC: "MORPHING" "0..1" [vs30]
  10. // DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
  11. // If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
  12. // SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
  13. #include "common_vs_fxc.h"
  14. static const bool g_bSkinning = SKINNING ? true : false;
  15. static const int g_FogType = DOWATERFOG;
  16. const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
  17. const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
  18. #ifdef SHADER_MODEL_VS_3_0
  19. // NOTE: cMorphTargetTextureDim.xy = target dimensions,
  20. // cMorphTargetTextureDim.z = 4tuples/morph
  21. const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
  22. const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
  23. sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
  24. #endif
  25. //-----------------------------------------------------------------------------
  26. // Input vertex format
  27. //-----------------------------------------------------------------------------
  28. struct VS_INPUT
  29. {
  30. // This is all of the stuff that we ever use.
  31. float4 vPos : POSITION;
  32. float4 vBoneWeights : BLENDWEIGHT;
  33. float4 vBoneIndices : BLENDINDICES;
  34. float4 vNormal : NORMAL;
  35. float4 vColor : COLOR0;
  36. float3 vSpecular : COLOR1;
  37. // make these float2's and stick the [n n 0 1] in the dot math.
  38. float4 vTexCoord0 : TEXCOORD0;
  39. float4 vTexCoord1 : TEXCOORD1;
  40. float4 vTexCoord2 : TEXCOORD2;
  41. float4 vTexCoord3 : TEXCOORD3;
  42. float3 vTangentS : TANGENT;
  43. float3 vTangentT : BINORMAL;
  44. float4 vUserData : TANGENT;
  45. // Position and normal/tangent deltas
  46. float4 vPosFlex : POSITION1;
  47. float4 vNormalFlex : NORMAL1;
  48. #ifdef SHADER_MODEL_VS_3_0
  49. float vVertexID : POSITION2;
  50. #endif
  51. };
  52. struct VS_OUTPUT
  53. {
  54. // Stuff that isn't seen by the pixel shader
  55. float4 projPos : POSITION;
  56. #if !defined( _X360 )
  57. float fog : FOG;
  58. #endif
  59. // Stuff that is seen by the pixel shader
  60. float4 baseTexCoord : TEXCOORD0; // includes detail tex coord
  61. float3 lightAtten : TEXCOORD1;
  62. float3 worldVertToEyeVector : TEXCOORD2;
  63. float3x3 tangentSpaceTranspose : TEXCOORD3;
  64. // second row : TEXCOORD4;
  65. // third row : TEXCOORD5;
  66. float4 worldPos_atten3 : TEXCOORD6;
  67. float4 projPos_fWrinkleWeight : TEXCOORD7;
  68. };
  69. //-----------------------------------------------------------------------------
  70. // Main shader entry point
  71. //-----------------------------------------------------------------------------
  72. VS_OUTPUT main( const VS_INPUT v )
  73. {
  74. VS_OUTPUT o = ( VS_OUTPUT )0;
  75. float4 vPosition = v.vPos;
  76. float3 vNormal;
  77. float4 vTangent;
  78. DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
  79. #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
  80. ApplyMorph( v.vPosFlex, v.vNormalFlex,
  81. vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w );
  82. #else
  83. ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2,
  84. vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w );
  85. #endif
  86. // Perform skinning
  87. float3 worldNormal, worldPos, worldTangentS, worldTangentT;
  88. SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
  89. v.vBoneWeights, v.vBoneIndices, worldPos,
  90. worldNormal, worldTangentS, worldTangentT );
  91. // Always normalize since flex path is controlled by runtime
  92. // constant not a shader combo and will always generate the normalization
  93. worldNormal = normalize( worldNormal );
  94. worldTangentS = normalize( worldTangentS );
  95. worldTangentT = normalize( worldTangentT );
  96. #if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL
  97. // Avoid z precision errors
  98. worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
  99. #endif
  100. // Transform into projection space
  101. float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
  102. o.projPos = vProjPos;
  103. vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
  104. o.projPos_fWrinkleWeight.xyz = vProjPos.xyz;
  105. #if !defined( _X360 )
  106. o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType );
  107. #endif
  108. // Needed for water fog alpha and diffuse lighting
  109. // FIXME: we shouldn't have to compute this all the time.
  110. o.worldPos_atten3.xyz = worldPos;
  111. // Needed for specular
  112. o.worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
  113. // Compute bumped lighting
  114. // FIXME: We shouldn't have to compute this for unlit materials
  115. #if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
  116. o.lightAtten.xyz = float3(0,0,0);
  117. o.worldPos_atten3.w = 0.0f;
  118. #if ( NUM_LIGHTS > 0 )
  119. o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
  120. #endif
  121. #if ( NUM_LIGHTS > 1 )
  122. o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
  123. #endif
  124. #if ( NUM_LIGHTS > 2 )
  125. o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
  126. #endif
  127. #if ( NUM_LIGHTS > 3 )
  128. o.worldPos_atten3.w = GetVertexAttenForLight( worldPos, 3, false );
  129. #endif
  130. #else
  131. o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true );
  132. o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true );
  133. o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true );
  134. o.worldPos_atten3.w = GetVertexAttenForLight( worldPos, 3, true );
  135. #endif
  136. // Base texture coordinate transform
  137. o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
  138. o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
  139. o.baseTexCoord.z = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
  140. o.baseTexCoord.w = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
  141. // Tangent space transform
  142. o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
  143. o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
  144. o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
  145. return o;
  146. }