csgo-2018-source/materialsystem/stdshaders/vertexlit_and_unlit_generic_bump_vs20.fxc
2021-07-24 21:11:47 -07:00

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "SFM" "0..0" [vs20] [PC]
// STATIC: "SFM" "0..1" [vs30] [PC]
// STATIC: "SFM" "0..0" [CONSOLE]
// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "USE_WITH_2B" "0..1"
// STATIC: "DECAL" "0..1" [vs30]
// STATIC: "FLASHLIGHT" "0..1" [CONSOLE]
// STATIC: "WORLD_NORMAL" "0..0" [vs20] [PC]
// STATIC: "WORLD_NORMAL" "0..1" [vs30] [PC]
// STATIC: "WORLD_NORMAL" "0..0" [CONSOLE]
// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC]
// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE]
// STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [vs20] [PC]
// STATIC: "CASCADED_SHADOW_MAPPING" "0..0" [vs30] [PC]
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..0" [ = false ]
// DYNAMIC: "TESSELLATION" "0..0" [vs30] [PC]
// DYNAMIC: "TESSELLATION" "0..0" [CONSOLE]
// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC]
// DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE]
// DYNAMIC: "STATICLIGHT3" "0..2"
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
// SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [vs20] [PC]
// When tessellating, we don't have room in the super-prim vertices for more colors, tex coords or objects space positions
// SKIP: ( $STATICLIGHT3 || $MORPHING || $SKINNING || $COMPRESSED_VERTS) && $TESSELLATION
// SKIP: ( $SFM == 0 ) && ( $MORPHING )
// SKIP: ( $SFM == 0 ) && ( $TESSELLATION )
#include "common_fog_vs_supportsvertexfog_fxc.h"
#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
#if ( WORLD_NORMAL )
const float4 g_vEyeVector : register( c26 );
#endif
const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9
#if ( MORPHING )
// 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( s0 );
#endif
#if ( CASCADED_SHADOW_MAPPING )
const float4x4 g_matWorldToShadowTexMatrices[2] : register( SHADER_SPECIFIC_CONST_CSM_0 );
const float4 g_matWorldToShadowTexMatrix0_z : register( SHADER_SPECIFIC_CONST_CSM_1 );
#endif
const float4 g_vCSMLightColor : register( SHADER_SPECIFIC_CONST_12 );
#if ( TESSELLATION )
// VS_INPUT defined in header
#include "tessellation_vs_fxc.h"
const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_3 );
sampler2D BezierSampler : register( s1 );
sampler2D DispSampler : register( s2 );
#else // no TESSELLATION
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;
float4 vStaticLight : COLOR1;
#if STATICLIGHT3
float4 vStaticLight2 : COLOR2;
float4 vStaticLight3 : COLOR3;
#endif
// 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;
#if ( SFM )
float vVertexID : POSITION2;
#endif
};
#endif // TESSELLATION
//-----------------------------------------------------------------------------
// Output vertex format
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
// Stuff that isn't seen by the pixel shader
float4 projPos : POSITION;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
// Stuff that is seen by the pixel shader
float4 baseTexCoord_baseTexCoord2 : TEXCOORD0; // Base texture coordinates in .xy, 2nd (decal) uv set in .zw
float4 bumpTexCoord_detailTexCoord : TEXCOORD1;
float4 vWorldNormal_fogFactorW : TEXCOORD2; // world space normal in .xyz, fog factor in .w
float4 vWorldTangent : TEXCOORD3; // world tangent in .xyz, tangent sign in .w
float4 vWorldPos_linearDepth : TEXCOORD4; // world pos in .xyz, view space linear depth in w
float4 vProjPos : TEXCOORD5; // proj pos .xyzw
#if defined( SHADER_MODEL_VS_3_0 )
float4 staticLight0 : TEXCOORD6; // STATICLIGHT3 output basis 0 in .xyz
float4 staticLight1 : TEXCOORD7; // STATICLIGHT3 output basis 1 in .xyz
float4 staticLight2 : TEXCOORD8; // STATICLIGHT3 output basis 2 in .xyz
float4 lightAtten : TEXCOORD9; // light attenuation for 4 lights
#else
float4 csmXform0or1_csmXform2 : TEXCOORD6; // csm lightToWorldxformcascade0 or 1.xy in .xy lightToWorldxformcascade2.xy in .zw
float4 staticLight_csmXform0z : TEXCOORD7; // STATICLIGHT3 average rgb in .xyz, csm lightToWorldxformcascade0.z in .w
float4 lightAtten : COLOR0; // light attenuation for lights 0 and 1 in .xy (lower precision for sm2_b/OSX)
#endif
#if defined( _GAMECONSOLE ) && FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD8;
#endif
};
float Luminance( float3 cColor )
{
// Formula for calculating luminance based on NTSC standard
return dot( cColor.rgb, float3( 0.2125, 0.7154, 0.0721 ) );
}
//-----------------------------------------------------------------------------
// Main shader entry point
//-----------------------------------------------------------------------------
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition, vTangent;
float4 worldPos = float4(0.0f, 0.0f, 0.0f, 1.0f);
float3 vNormal, worldNormal, worldTangentS, worldTangentT;
#if ( TESSELLATION )
{
float flDummyWrinkle;
EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler,
worldNormal, worldPos.xyz, worldTangentS, worldTangentT, vTangent.w,
flDummyWrinkle, o.baseTexCoord_baseTexCoord2.xy, o.bumpTexCoord_detailTexCoord.zw );
}
#else // no TESSELLATION
{
vPosition = v.vPos;
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
#if ( !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
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
v.vBoneWeights, v.vBoneIndices, worldPos.xyz, 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 ( MORPHING && DECAL )
{
// Avoid z precision errors
worldPos.xyz += worldNormal * 0.05f * v.vTexCoord2.z;
}
#endif
#if ( STATICLIGHT3 )
{
#if defined( SHADER_MODEL_VS_3_0 )
// Adjust lighting data into full range
o.staticLight0.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright );
o.staticLight1.rgb = GammaToLinear( v.vStaticLight2.rgb * cOverbright );
o.staticLight2.rgb = GammaToLinear( v.vStaticLight3.rgb * cOverbright );
#if ( STATICLIGHT3 == 2 )
// Fallback for maps that still bake sunlight into the vertex color stream. Subtract it out here.
// It gets added back in the pixel shader. Doing this here in the VS saves pixel shader combos.
o.staticLight0.rgb -= g_vCSMLightColor.rgb * v.vStaticLight.a;
o.staticLight1.rgb -= g_vCSMLightColor.rgb * v.vStaticLight2.a;
o.staticLight2.rgb -= g_vCSMLightColor.rgb * v.vStaticLight3.a;
o.staticLight0.rgb = max( 0.0f, o.staticLight0.rgb );
o.staticLight1.rgb = max( 0.0f, o.staticLight1.rgb );
o.staticLight2.rgb = max( 0.0f, o.staticLight2.rgb );
#endif
o.staticLight0.w = v.vStaticLight.a;
o.staticLight1.w = v.vStaticLight2.a;
o.staticLight2.w = v.vStaticLight3.a;
#else
// take average of STATICLIGHT3 data for shader model 2b (OSX)
float4 vStaticLightAvg;
vStaticLightAvg.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright );
vStaticLightAvg.rgb += GammaToLinear( v.vStaticLight2.rgb * cOverbright );
vStaticLightAvg.rgb += GammaToLinear( v.vStaticLight3.rgb * cOverbright );
vStaticLightAvg.a = v.vStaticLight.a + v.vStaticLight2.a + v.vStaticLight3.a;
#if ( STATICLIGHT3 == 2 )
vStaticLightAvg.rgb -= g_vCSMLightColor.rgb * vStaticLightAvg.a;
vStaticLightAvg.rgb = max( 0.0f, vStaticLightAvg.rgb );
#endif
vStaticLightAvg *= 0.3333f;
o.staticLight_csmXform0z.rgb = vStaticLightAvg.rgb;
o.lightAtten.w = vStaticLightAvg.a;
#endif
}
#endif
// Base texture coordinate transform
o.baseTexCoord_baseTexCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseTexCoord_baseTexCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
// 2nd uv set, pass through for now
o.baseTexCoord_baseTexCoord2.zw = v.vTexCoord1.xy;
// bump texture coordinate transform - temp
o.bumpTexCoord_detailTexCoord.x = dot( v.vTexCoord0, cBumpTexCoordTransform[0] );
o.bumpTexCoord_detailTexCoord.y = dot( v.vTexCoord0, cBumpTexCoordTransform[1] );
// Detail texture coordinate transform
o.bumpTexCoord_detailTexCoord.z = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
o.bumpTexCoord_detailTexCoord.w = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
}
#endif // TESSELLATION
// Transform into projection space
o.projPos = mul( worldPos, cViewProj );
#ifdef _PS3
// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
o.projPos.y = -o.projPos.y;
o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
#endif // _PS3
o.vWorldNormal_fogFactorW.xyz = worldNormal.xyz;
o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w
// pack required proj pos components (used for screen space pos in flashlight shadow map noise)
o.vProjPos = o.projPos;
#if ( defined( SHADER_MODEL_VS_2_0 ) && FLATTEN_STATIC_CONTROL_FLOW )
{
#if ( NUM_LIGHTS > 0 )
o.lightAtten.x = GetVertexAttenForLight( worldPos.xyz, 0, false );
#endif
#if ( NUM_LIGHTS > 1 )
o.lightAtten.y = GetVertexAttenForLight( worldPos.xyz, 1, false );
#endif
}
#else
{
// Scalar light attenuation
o.lightAtten.x = GetVertexAttenForLight( worldPos.xyz, 0 );
o.lightAtten.y = GetVertexAttenForLight( worldPos.xyz, 1 );
#if defined( SHADER_MODEL_VS_3_0 )
o.lightAtten.z = GetVertexAttenForLight( worldPos.xyz, 2 );
o.lightAtten.w = GetVertexAttenForLight( worldPos.xyz, 3 );
#endif
}
#endif
// Needed for water fog alpha and diffuse lighting
o.vWorldPos_linearDepth.xyz = worldPos.xyz;
#if ( WORLD_NORMAL )
{
o.vWorldPos_linearDepth.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
}
#endif
#if ( HARDWAREFOGBLEND )
{
o.fog = CalcFixedFunctionFog( worldPos.xyz, g_FogType );
}
#endif
#if ( !DOPIXELFOG && !HARDWAREFOGBLEND )
{
o.vWorldNormal_fogFactorW.w = CalcNonFixedFunctionFog( worldPos.xyz, g_FogType );
}
#endif
#if ( defined( _GAMECONSOLE ) && FLASHLIGHT )
{
o.flashlightSpacePos = TransformFlashlightWorldToTexture( worldPos.xyz, g_FlashlightWorldToTexture );
}
#endif
#if( CASCADED_SHADOW_MAPPING )
{
o.csmXform0or1_csmXform2.xy = mul( worldPos, g_matWorldToShadowTexMatrices[0] ).xy;
o.csmXform0or1_csmXform2.zw = mul( worldPos, g_matWorldToShadowTexMatrices[1] ).xy;
o.staticLight_csmXform0z.w = mul( worldPos, g_matWorldToShadowTexMatrix0_z );
}
#endif
return o;
}