//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== // STATIC: "INTRO" "0..1" // STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "DYNAMIC_LIGHT" "0..1" // DYNAMIC: "STATIC_LIGHT" "0..1" // 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 "vortwarp_vs20_helper.h" static const int g_FogType = DOWATERFOG; static const bool g_bSkinning = SKINNING ? true : false; const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_0 ); #if INTRO const float4 const4 : register( SHADER_SPECIFIC_CONST_1 ); #define g_Time const4.w #define modelOrigin const4.xyz #endif #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 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; float2 vTexCoord0 : TEXCOORD0; // Position and normal/tangent deltas float3 vPosFlex : POSITION1; float3 vNormalFlex : NORMAL1; #ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif }; struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) float fog : FOG; #endif float2 baseTexCoord : TEXCOORD0; float3 vertAtten : TEXCOORD1; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; bool bDynamicLight = DYNAMIC_LIGHT ? true : false; bool bStaticLight = STATIC_LIGHT ? true : false; float4 vPosition = v.vPos; float3 vNormal; DecompressVertex_Normal( v.vNormal, vNormal ); #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal ); #endif // Normalize the flexed normal vNormal.xyz = normalize( vNormal.xyz ); // Transform the position float3 worldPos, worldNormal; SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal ); #if INTRO float3 dummy = float3( 0.0f, 0.0f, 0.0f ); WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, dummy, dummy ); #endif // Transform into projection space float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = vProjPos; vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); #if !defined( _X360 ) // Set fixed-function fog factor o.fog = CalcFog( worldPos, vProjPos, g_FogType ); #endif // Compute lighting #if ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) float3 linearColor = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, false ); #else float3 linearColor = DoLightingUnrolled( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, false, NUM_LIGHTS ); #endif // Forward vector float3 vForward = cTeethLighting.xyz; float fIllumFactor = cTeethLighting.w; // Darken by forward dot normal and illumination factor linearColor *= fIllumFactor * saturate( dot( worldNormal, vForward ) ); o.vertAtten = linearColor; o.baseTexCoord = v.vTexCoord0; return o; }