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