hl2_src-leak-2017/src/materialsystem/stdshaders/eyes_flashlight_vs20.fxc

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// ------------------------------------------------------------------------------
// $cLight0Pos = world space light position
// $SHADER_SPECIFIC_CONST_1 = spotlight projection
// $SHADER_SPECIFIC_CONST_2 = spotlight projection
// $SHADER_SPECIFIC_CONST_3 = spotlight projection
// $SHADER_SPECIFIC_CONST_4 = spotlight projection
// $SHADER_SPECIFIC_CONST_5 = far z
// $SHADER_SPECIFIC_CONST_6 = eyeball origin
// $SHADER_SPECIFIC_CONST_7 = eyeball up * 0.5
// $SHADER_SPECIFIC_CONST_8 = iris projection U
// $SHADER_SPECIFIC_CONST_9 = iris projection V
// ------------------------------------------------------------------------------
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30]
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
const float4 cLightPosition : register( SHADER_SPECIFIC_CONST_0 );
const float4 cSpotlightProj1 : register( SHADER_SPECIFIC_CONST_1 );
const float4 cSpotlightProj2 : register( SHADER_SPECIFIC_CONST_2 );
const float4 cSpotlightProj3 : register( SHADER_SPECIFIC_CONST_3 );
const float4 cSpotlightProj4 : register( SHADER_SPECIFIC_CONST_4 );
const float4 cFlashlighAtten : register( SHADER_SPECIFIC_CONST_5 ); // const, linear, quadratic & farZ
const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_8 );
const float4 cIrisProjectionV : register( SHADER_SPECIFIC_CONST_9 );
#ifdef SHADER_MODEL_VS_3_0
// NOTE: cMorphTargetTextureDim.xy = target dimensions,
// cMorphTargetTextureDim.z = 4tuples/morph
const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 );
const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif
struct VS_INPUT
{
float4 vPos : POSITION; // Position
float4 vBoneWeights : BLENDWEIGHT; // Skin weights
float4 vBoneIndices : BLENDINDICES; // Skin indices
float4 vNormal : NORMAL;
float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
// 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; // Projection-space position
#if !defined( _X360 )
float fog : FOG; // Fixed-function fog factor
#endif
float4 spotTexCoord : TEXCOORD0; // Spotlight texture coordinates
float2 baseTexCoord : TEXCOORD1; // Base texture coordinates
float2 irisTexCoord : TEXCOORD3; // Iris texture coordinates
float3 vertAtten : TEXCOORD4; // vertex attenuation
float3 worldPos : TEXCOORD5;
float3 projPosXYZ : TEXCOORD7;
};
float RemapValClamped_01( float val, float A, float B )
{
float cVal = (val - A) / (B - A);
cVal = saturate( cVal );
return cVal;
}
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
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
// Perform skinning
float3 worldNormal, worldPos;
SkinPositionAndNormal(
g_bSkinning,
vPosition, vNormal,
v.vBoneWeights, v.vBoneIndices,
worldPos, worldNormal );
worldNormal = normalize( worldNormal );
// Transform into projection space
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
o.projPosXYZ = projPos.xyz;
o.worldPos = worldPos.xyz;
#if !defined( _X360 )
// Set fixed-function fog factor
o.fog = CalcFog( worldPos, o.projPos, g_FogType );
#endif
// Base texture coordinates
o.baseTexCoord = v.vTexCoord0;
// Spotlight texture coordinates
o.spotTexCoord.x = dot( cSpotlightProj1, float4(worldPos, 1) );
o.spotTexCoord.y = dot( cSpotlightProj2, float4(worldPos, 1) );
o.spotTexCoord.z = dot( cSpotlightProj3, float4(worldPos, 1) );
o.spotTexCoord.w = dot( cSpotlightProj4, float4(worldPos, 1) );
// Compute vector to light
float3 vWorldPosToLightVector = cLightPosition.xyz - worldPos;
float3 vDistAtten = float3(1, 1, 1);
vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector ); // distsquared
vDistAtten.y = rsqrt( vDistAtten.z ); // 1 / dist
float flDist = vDistAtten.z * vDistAtten.y; // dist
vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared
float fFarZ = cFlashlighAtten.w;
float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ );
o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz );
o.vertAtten *= dot( normalize( vWorldPosToLightVector ), worldNormal );
o.irisTexCoord.x = dot( cIrisProjectionU, float4(worldPos, 1) );
o.irisTexCoord.y = dot( cIrisProjectionV, float4(worldPos, 1) );
return o;
}