hl2_src-leak-2017/src/materialsystem/stdshaders/vortwarp_vs20.fxc

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//======= Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======
// STATIC: "HALFLAMBERT" "0..1"
// 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]
// SKIP: $DOWATERFOG
#include "vortwarp_vs20_helper.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 const4 : register( SHADER_SPECIFIC_CONST_4 );
#define g_Time const4.w
#define modelOrigin const4.xyz
#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
//-----------------------------------------------------------------------------
// 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
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
HALF4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
// bump mapping and a separate envmap mask texture are mutually exclusive.
float4 lightAtten : TEXCOORD1;
float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2;
float3x3 tangentSpaceTranspose : TEXCOORD3;
// second row : TEXCOORD4;
// third row : TEXCOORD5;
float4 worldPos_projPosZ : TEXCOORD6;
float4 fogFactorW : COLOR1;
};
//-----------------------------------------------------------------------------
// 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, float3( 0, 0, 0 ),
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 );
WorldSpaceVertexProcess( g_Time, modelOrigin, 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 );
// Transform into projection space
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
projPos.z = mul( float4( worldPos, 1 ), cViewProjZ );
o.fogFactorW = CalcFog( worldPos, projPos, 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, projPos.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);
#if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
o.lightAtten = float4(0,0,0,0);
#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.lightAtten.w = 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.lightAtten.w = 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] );
// Tangent space transform
o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
return o;
}