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

199 lines
6.9 KiB
Plaintext

//======= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ======
// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "USE_WITH_2B" "0..1"
// STATIC: "DECAL" "0..1" [vs30]
// STATIC: "FLASHLIGHT" "0..1" [XBOX]
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "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 "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 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
//-----------------------------------------------------------------------------
// Input vertex format
//-----------------------------------------------------------------------------
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;
float4 vColor : COLOR0;
float3 vSpecular : COLOR1;
// make these float2's and stick the [n n 0 1] in the dot math.
float4 vTexCoord0 : TEXCOORD0;
float4 vTexCoord1 : TEXCOORD1;
float4 vTexCoord2 : TEXCOORD2;
float4 vTexCoord3 : TEXCOORD3;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
float4 vUserData : TANGENT;
// Position and normal/tangent deltas
float3 vPosFlex : POSITION1;
float3 vNormalFlex : NORMAL1;
#ifdef SHADER_MODEL_VS_3_0
float vVertexID : POSITION2;
#endif
};
//-----------------------------------------------------------------------------
// Output vertex format
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
// Stuff that isn't seen by the pixel shader
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
// Stuff that is seen by the pixel shader
float4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
float3 lightAtten : TEXCOORD1;
float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2;
float3 vWorldNormal : TEXCOORD3; // World-space normal
float4 vWorldTangent : TEXCOORD4;
#if USE_WITH_2B
float4 vProjPos : TEXCOORD5;
#else
float3 vWorldBinormal : TEXCOORD5;
#endif
float4 worldPos_projPosZ : TEXCOORD6;
float3 detailTexCoord_atten3 : TEXCOORD7;
float4 fogFactorW : COLOR1;
#if defined( _X360 ) && FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD8;
#endif
};
//-----------------------------------------------------------------------------
// Main shader entry point
//-----------------------------------------------------------------------------
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos;
float3 vNormal;
float4 vTangent;
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal, vTangent.xyz );
#endif
// Perform skinning
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
v.vBoneWeights, v.vBoneIndices, worldPos,
worldNormal, worldTangentS, worldTangentT );
// Always normalize since flex path is controlled by runtime
// constant not a shader combo and will always generate the normalization
worldNormal = normalize( worldNormal );
worldTangentS = normalize( worldTangentS );
worldTangentT = normalize( worldTangentT );
#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL
// Avoid z precision errors
worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
#endif
o.vWorldNormal.xyz = worldNormal.xyz;
o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w
// Transform into projection space
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = vProjPos;
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
#if USE_WITH_2B
o.vProjPos = vProjPos;
#else
o.vWorldBinormal.xyz = worldTangentT.xyz;
#endif
o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
// Needed for water fog alpha and diffuse lighting
// FIXME: we shouldn't have to compute this all the time.
o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
// Needed for cubemapping + parallax mapping
// FIXME: We shouldn't have to compute this all the time.
//o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = normalize( cEyePos.xyz - worldPos.xyz );
#if defined( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
o.lightAtten.xyz = float3(0,0,0);
o.detailTexCoord_atten3.z = 0.0f;
#if ( NUM_LIGHTS > 0 )
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
#endif
#if ( NUM_LIGHTS > 1 )
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
#endif
#if ( NUM_LIGHTS > 2 )
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
#endif
#if ( NUM_LIGHTS > 3 )
o.detailTexCoord_atten3.z = GetVertexAttenForLight( worldPos, 3, false );
#endif
#else
// Scalar light attenuation
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true );
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true );
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true );
o.detailTexCoord_atten3.z = GetVertexAttenForLight( worldPos, 3, true );
#endif
// Base texture coordinate transform
o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
// Detail texture coordinate transform
o.detailTexCoord_atten3.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
o.detailTexCoord_atten3.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
#if defined( _X360 ) && FLASHLIGHT
o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
#endif
return o;
}