hl2_src-leak-2017/src/materialsystem/stdshaders/flesh_interior_blended_pass...

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//========= 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;
}