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185 lines
4.8 KiB
185 lines
4.8 KiB
// STATIC: "EFFECT" "0..3"
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "VERTEX_LIT" "0..1"
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// STATIC: "FULLBRIGHT" "0..1"
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// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
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// STATIC: "BASETEXTURE2" "0..1"
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// STATIC: "STRIPES" "0..1"
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// STATIC: "STRIPES_USE_NORMAL2" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
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// DYNAMIC: "STATIC_LIGHT" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
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// SKIP: ( STRIPES == 0 ) && ( STRIPES_USE_NORMAL2 == 1 )
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// SKIP: ( EFFECT == 2 || EFFECT == 3 ) && ( VERTEXCOLOR == 1 || HALFLAMBERT == 1 || VERTEX_LIT == 1 || FULLBRIGHT == 1 || USE_STATIC_CONTROL_FLOW == 1 || BASETEXTURE2 == 1 || STRIPES == 1 || STRIPES_USE_NORMAL2 == 1 )
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// SKIP: ( EFFECT == 2 || EFFECT == 3 ) && ( SKINNING == 1 || DYNAMIC_LIGHT == 1 || STATIC_LIGHT == 1 || NUM_LIGHTS != 0 )
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// SKIP: ( FULLBRIGHT == 1 ) && ( VERTEX_LIT == 0 || DYNAMIC_LIGHT == 1 || STATIC_LIGHT == 1 || NUM_LIGHTS != 0 )
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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 bool g_bHalfLambert = HALFLAMBERT ? true : false;
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const float4 g_vPyroParms1 : register( SHADER_SPECIFIC_CONST_0 );
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#define g_vStripeScale g_vPyroParms1.xyz
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#define g_flUnused1 g_vPyroParms1.w
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#if EFFECT == 0 || EFFECT == 1
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const float4 g_vPyroParms2 : register( SHADER_SPECIFIC_CONST_1 );
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#define g_vCanvasScale g_vPyroParms2.xyz
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#define g_flUnused2 g_vPyroParms2.w
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#endif
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const float4 cBlendMaskTexCoordTransform[ 2 ] : register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest!
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struct VS_INPUT
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{
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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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#if ( VERTEX_LIT == 1 )
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float4 vNormal : NORMAL;
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#endif
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float2 vBaseTexCoord : TEXCOORD0;
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float2 vLightmapTexCoord : TEXCOORD1;
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float2 vLightmapTexCoordOffset : TEXCOORD2;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vColor : COLOR0;
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float3 vSpecular : COLOR1;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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#if EFFECT == 0 || EFFECT == 1
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float4 vBaseAndSeamlessTexCoord : TEXCOORD0;
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#if ( STRIPES == 1 )
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float2 vStripeSeamlessTexCoord : TEXCOORD1;
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#endif
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#if ( VERTEX_LIT == 0 )
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float2 vLightmapBlendTexCoord : TEXCOORD2;
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#endif
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#if BASETEXTURE2 == 1
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float3 vBlendFactor : TEXCOORD3;
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#endif
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float4 worldPos_projPosZ : TEXCOORD4;
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float3 vWorldNormal : TEXCOORD5;
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float4 vVertexColor : COLOR;
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#else
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float2 vBaseTexCoord : TEXCOORD0;
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#endif
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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;
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#if EFFECT == 0 || EFFECT == 1
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float4 vObjPosition = v.vPos;
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#if ( VERTEX_LIT == 1 )
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float3 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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#else
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float3 vObjNormal = float3( 0.0, 0.0, 1.0 );
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#endif
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float3 vWorldNormal, vWorldPos;
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SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal, v.vBoneWeights, v.vBoneIndices, vWorldPos, vWorldNormal );
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float4 vProjPos = mul( float4( vWorldPos, 1 ), cViewProj );
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o.vProjPos = vProjPos;
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vProjPos.z = dot( float4( vWorldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( vWorldPos, vProjPos.z );
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#if 0
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if ( !g_bSkinning )
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{
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vWorldNormal = vObjNormal;
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}
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#endif
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vWorldNormal = normalize( vWorldNormal );
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o.vWorldNormal = vWorldNormal;
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o.vBaseAndSeamlessTexCoord.xy = v.vBaseTexCoord;
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float flZFactor = vWorldPos.z * g_vCanvasScale.z;
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o.vBaseAndSeamlessTexCoord.zw = float2( vWorldPos.x + flZFactor, vWorldPos.y - flZFactor ) * g_vCanvasScale.xy;
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#if ( STRIPES == 1 )
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float3 vWorldStripeCoord = vWorldPos * g_vStripeScale;
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o.vStripeSeamlessTexCoord.xy = vWorldStripeCoord.yz + vWorldStripeCoord.xz + vWorldStripeCoord.xy;
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#endif
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#if VERTEX_LIT == 0
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o.vLightmapBlendTexCoord.xy = v.vLightmapTexCoord;
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#endif
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#if BASETEXTURE2 == 1
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o.vBlendFactor.x = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[ 0 ] ) + cBlendMaskTexCoordTransform[ 0 ].w;
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o.vBlendFactor.y = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[ 1 ] ) + cBlendMaskTexCoordTransform[ 1 ].w;
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o.vBlendFactor.z = v.vColor.a;
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#endif
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#if VERTEXCOLOR == 1
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o.vVertexColor = v.vColor;
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#elif VERTEX_LIT == 1 && FULLBRIGHT == 0
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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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bool bStaticLight = STATIC_LIGHT ? true : false;
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#if ( ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) )
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{
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o.vVertexColor.xyz = DoLighting( vWorldPos, vWorldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert );
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}
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#else
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{
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o.vVertexColor.xyz = DoLightingUnrolled( vWorldPos, vWorldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
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}
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#endif
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o.vVertexColor.a = 1.0f;
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#else
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o.vVertexColor = 1.0f;
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#endif
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#else
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o.vProjPos = v.vPos;
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o.vBaseTexCoord = v.vBaseTexCoord;
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#endif
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return o;
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}
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