hl2_src-leak-2017/src/materialsystem/stdshaders/Eyes_vs20.fxc

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//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// $SHADER_SPECIFIC_CONST_0 = eyeball origin
// $SHADER_SPECIFIC_CONST_1 = eyeball up * 0.5
// $SHADER_SPECIFIC_CONST_2 = iris projection U
// $SHADER_SPECIFIC_CONST_3 = iris projection V
// $SHADER_SPECIFIC_CONST_4 = glint projection U
// $SHADER_SPECIFIC_CONST_5 = glint projection V
//=============================================================================
// STATIC: "INTRO" "0..1"
// 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: "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_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
const float3 cEyeOrigin : register( SHADER_SPECIFIC_CONST_0 );
const float3 cHalfEyeballUp : register( SHADER_SPECIFIC_CONST_1 );
const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_2 );
const float4 cIrisProjectionV : register( SHADER_SPECIFIC_CONST_3 );
const float4 cGlintProjectionU : register( SHADER_SPECIFIC_CONST_4 );
const float4 cGlintProjectionV : register( SHADER_SPECIFIC_CONST_5 );
#if INTRO
const float4 const4 : register( SHADER_SPECIFIC_CONST_6 );
#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_7 );
const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_8 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif
struct VS_INPUT
{
float4 vPos : POSITION; // Position
float4 vBoneWeights : BLENDWEIGHT; // Skin weights
float4 vBoneIndices : BLENDINDICES; // Skin indices
float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
float3 vPosFlex : POSITION1; // Delta positions for flexing
#ifdef SHADER_MODEL_VS_3_0
float vVertexID : POSITION2;
#endif
};
struct VS_OUTPUT
{
float4 projPos : POSITION; // Projection-space position
#if !defined( _X360 )
float fog : FOG; // Fixed-function fog factor
#endif
float2 baseTC : TEXCOORD0; // Base texture coordinate
float2 irisTC : TEXCOORD1; // Iris texture coordinates
float2 glintTC : TEXCOORD2; // Glint texture coordinates
float3 vColor : TEXCOORD3; // Vertex-lit color
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
bool bStaticLight = STATIC_LIGHT ? true : false;
float4 vPosition = v.vPos;
float3 dummy = v.vPos.xyz; // dummy values that can't be optimized out
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( v.vPosFlex, vPosition.xyz );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, dummy, vPosition.xyz );
#endif
// Transform the position and dummy normal (not doing the dummy normal causes invariance issues with the flashlight!)
float3 worldNormal, worldPos;
SkinPositionAndNormal(
g_bSkinning,
vPosition, dummy,
v.vBoneWeights, v.vBoneIndices,
worldPos, worldNormal );
#if INTRO
WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, dummy, 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
// Normal = (Pos - Eye origin) - just step on dummy normal created above
worldNormal = worldPos - cEyeOrigin;
// Normal -= 0.5f * (Normal dot Eye Up) * Eye Up
float normalDotUp = -dot( worldNormal, cHalfEyeballUp) * 0.5f;
worldNormal = normalize(normalDotUp * cHalfEyeballUp + worldNormal);
// Vertex lighting
#if ( USE_STATIC_CONTROL_FLOW || defined ( SHADER_MODEL_VS_3_0 ) )
o.vColor = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert );
#else
o.vColor = DoLightingUnrolled( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
#endif
// Texture 0 is the base texture
// Texture 1 is a planar projection used for the iris
// Texture 2 is a planar projection used for the glint
o.baseTC = v.vTexCoord0;
o.irisTC.x = dot( cIrisProjectionU, float4(worldPos, 1) );
o.irisTC.y = dot( cIrisProjectionV, float4(worldPos, 1) );
o.glintTC.x = dot( cGlintProjectionU, float4(worldPos, 1) );
o.glintTC.y = dot( cGlintProjectionV, float4(worldPos, 1) );
return o;
}