//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// // STATIC: "HALFLAMBERT" "0..1" // STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "DYNAMIC_LIGHT" "0..1" // DYNAMIC: "STATIC_LIGHT" "0..1" // 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] // Includes #include "common_vs_fxc.h" // Globals static const int g_iFogType = DOWATERFOG; static const bool g_bHalfLambert = HALFLAMBERT ? true : false; static const bool g_bSkinning = SKINNING ? true : false; const float4 g_vConst0 : register( SHADER_SPECIFIC_CONST_0 ); #define g_flTime g_vConst0.x #define g_flNoiseUvScroll g_vConst0.y #define g_flBorderNoiseScale g_vConst0.z #define g_flDebugForceFleshOn g_vConst0.w const float4 g_vEffectCenterOoRadius1 : register( SHADER_SPECIFIC_CONST_1 ); //= { -295.0f, -5.0f, 40.0f, 1.0f/20.0f }; const float4 g_vEffectCenterOoRadius2 : register( SHADER_SPECIFIC_CONST_2 ); //= { -295.0f, 15.0f, 40.0f, 1.0f/10.0f }; const float4 g_vEffectCenterOoRadius3 : register( SHADER_SPECIFIC_CONST_3 ); //= { -295.0f, 35.0f, 40.0f, 1.0f/10.0f }; const float4 g_vEffectCenterOoRadius4 : register( SHADER_SPECIFIC_CONST_4 ); //= { -295.0f, 55.0f, 40.0f, 1.0f/10.0f }; // Structs struct VS_INPUT { float4 vPos : POSITION; // Position float4 vNormal : NORMAL; // Normal float4 vBoneWeights : BLENDWEIGHT; // Skin weights float4 vBoneIndices : BLENDINDICES; // Skin indices float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates float3 vPosFlex : POSITION1; // Delta positions for flexing float4 vTangent : TANGENT; }; struct VS_OUTPUT { float4 vProjPosition : POSITION; // Projection-space position float2 vTexCoord0 : TEXCOORD0; float2 flDistanceToEffectCenter_flFresnelEffect : TEXCOORD1; float4 vNoiseTexCoord : TEXCOORD2; float3 vTangentViewVector : TEXCOORD3; float3 cVertexLight : TEXCOORD4; float3x3 mTangentSpaceTranspose : TEXCOORD5; // second row : TEXCOORD6; // third row : TEXCOORD7; }; // Main VS_OUTPUT main( const VS_INPUT i ) { VS_OUTPUT o; // Flexes coming in from a separate stream (contribution masked by cFlexScale.x) float4 vObjPosition = i.vPos; vObjPosition.xyz += i.vPosFlex.xyz * cFlexScale.x; float3 vObjNormal; float4 vObjTangent; DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent ); // Transform the position float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; float3 vWorldNormal = { 0.0f, 0.0f, 0.0f }; float3 vWorldTangent = { 0.0f, 0.0f, 0.0f }; float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f }; SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal, vObjTangent, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal ); // Transform into projection space float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); o.vProjPosition = vProjPosition; // Pass through tex coords o.vTexCoord0.xy = i.vTexCoord0.xy; // Store the closest effect intensity o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius1.xyz ) * g_vEffectCenterOoRadius1.w ); o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius2.xyz ) * g_vEffectCenterOoRadius2.w ); o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius3.xyz ) * g_vEffectCenterOoRadius3.w ); o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius4.xyz ) * g_vEffectCenterOoRadius4.w ); /* // Test values for development in Alyx_interior map o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance float3 vTestPosition = { -295.0f, -5.0f, 40.0f }; float flMinY = -5.0f; float flMaxY = 66.0f; vTestPosition.y = lerp( flMinY, flMaxY, ( abs( frac( g_flTime / 20.0f ) * 2.0 - 1.0 ) ) ); //vTestPosition.y = lerp( flMinY, flMaxY, 0.65f ); //1.0f - saturate( i.flDistanceToEffectCenter_flFresnelEffect.x * 4.0f - 3.0f ) //o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance const float g_flInteriorRadius = 20.0f; if ( g_flInteriorRadius ) { o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - vTestPosition.xyz ) / g_flInteriorRadius ); } const float g_flInteriorRadius2 = 14.0f; if ( g_flInteriorRadius2 ) { vTestPosition.y = lerp( flMinY, flMaxY, 0.65f ); //vTestPosition.z = lerp( 37, 45, ( abs( frac( g_flTime / 4.0f ) * 2.0 - 1.0 ) ) ); o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - vTestPosition.xyz ) / g_flInteriorRadius2 ); } //*/ if ( g_flDebugForceFleshOn ) { o.flDistanceToEffectCenter_flFresnelEffect.x = 0.0f; } // Fresnel mask float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz ); o.flDistanceToEffectCenter_flFresnelEffect.y = pow( saturate( dot( -vWorldViewVector.xyz, vWorldNormal.xyz ) ), 1.5f ); // Noise UV o.vNoiseTexCoord.xy = o.vTexCoord0.xy * g_flBorderNoiseScale + g_flNoiseUvScroll; o.vNoiseTexCoord.zw = o.vTexCoord0.xy * g_flBorderNoiseScale - g_flNoiseUvScroll; // Will fetch as wz to avoid matching layers // Tangent view vector o.vTangentViewVector.xyz = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz ); // Compute vertex lighting bool bDynamicLight = DYNAMIC_LIGHT ? true : false; bool bStaticLight = STATIC_LIGHT ? true : false; #if ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) o.cVertexLight.rgb = DoLighting( vWorldPosition, vWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert ); #else o.cVertexLight.rgb = DoLightingUnrolled( vWorldPosition, vWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS ); #endif // Tangent space transform o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x ); o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y ); o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z ); return o; }