339 lines
12 KiB
Plaintext
339 lines
12 KiB
Plaintext
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "SFM" "0..0" [vs20] [PC]
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// STATIC: "SFM" "0..1" [vs30] [PC]
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// STATIC: "SFM" "0..0" [CONSOLE]
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "USE_WITH_2B" "0..1"
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// STATIC: "DECAL" "0..1" [vs30]
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// STATIC: "FLASHLIGHT" "0..1" [CONSOLE]
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// STATIC: "WORLD_NORMAL" "0..0" [vs20] [PC]
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// STATIC: "WORLD_NORMAL" "0..1" [vs30] [PC]
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// STATIC: "WORLD_NORMAL" "0..0" [CONSOLE]
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// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC]
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// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE]
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// STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [vs20] [PC]
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// STATIC: "CASCADED_SHADOW_MAPPING" "0..0" [vs30] [PC]
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "MORPHING" "0..0" [ = false ]
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// DYNAMIC: "TESSELLATION" "0..0" [vs30] [PC]
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// DYNAMIC: "TESSELLATION" "0..0" [CONSOLE]
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// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC]
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// DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE]
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// DYNAMIC: "STATICLIGHT3" "0..2"
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
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// SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [vs20] [PC]
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// When tessellating, we don't have room in the super-prim vertices for more colors, tex coords or objects space positions
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// SKIP: ( $STATICLIGHT3 || $MORPHING || $SKINNING || $COMPRESSED_VERTS) && $TESSELLATION
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// SKIP: ( $SFM == 0 ) && ( $MORPHING )
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// SKIP: ( $SFM == 0 ) && ( $TESSELLATION )
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#include "common_fog_vs_supportsvertexfog_fxc.h"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const int g_FogType = DOWATERFOG;
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
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#if ( WORLD_NORMAL )
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const float4 g_vEyeVector : register( c26 );
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#endif
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9
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#if ( MORPHING )
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
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sampler2D morphSampler : register( s0 );
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#endif
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#if ( CASCADED_SHADOW_MAPPING )
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const float4x4 g_matWorldToShadowTexMatrices[2] : register( SHADER_SPECIFIC_CONST_CSM_0 );
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const float4 g_matWorldToShadowTexMatrix0_z : register( SHADER_SPECIFIC_CONST_CSM_1 );
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#endif
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const float4 g_vCSMLightColor : register( SHADER_SPECIFIC_CONST_12 );
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#if ( TESSELLATION )
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// VS_INPUT defined in header
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#include "tessellation_vs_fxc.h"
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const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_3 );
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sampler2D BezierSampler : register( s1 );
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sampler2D DispSampler : register( s2 );
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#else // no TESSELLATION
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float4 vColor : COLOR0;
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float4 vStaticLight : COLOR1;
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#if STATICLIGHT3
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float4 vStaticLight2 : COLOR2;
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float4 vStaticLight3 : COLOR3;
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#endif
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// make these float2's and stick the [n n 0 1] in the dot math.
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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float4 vTexCoord2 : TEXCOORD2;
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float4 vTexCoord3 : TEXCOORD3;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vUserData : TANGENT;
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// Position and normal/tangent deltas
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float3 vPosFlex : POSITION1;
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float3 vNormalFlex : NORMAL1;
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#if ( SFM )
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float vVertexID : POSITION2;
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#endif
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};
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#endif // TESSELLATION
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//-----------------------------------------------------------------------------
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// Output vertex format
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//-----------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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// Stuff that isn't seen by the pixel shader
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float4 projPos : POSITION;
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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#endif
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// Stuff that is seen by the pixel shader
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float4 baseTexCoord_baseTexCoord2 : TEXCOORD0; // Base texture coordinates in .xy, 2nd (decal) uv set in .zw
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float4 bumpTexCoord_detailTexCoord : TEXCOORD1;
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float4 vWorldNormal_fogFactorW : TEXCOORD2; // world space normal in .xyz, fog factor in .w
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float4 vWorldTangent : TEXCOORD3; // world tangent in .xyz, tangent sign in .w
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float4 vWorldPos_linearDepth : TEXCOORD4; // world pos in .xyz, view space linear depth in w
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float4 vProjPos : TEXCOORD5; // proj pos .xyzw
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#if defined( SHADER_MODEL_VS_3_0 )
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float4 staticLight0 : TEXCOORD6; // STATICLIGHT3 output basis 0 in .xyz
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float4 staticLight1 : TEXCOORD7; // STATICLIGHT3 output basis 1 in .xyz
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float4 staticLight2 : TEXCOORD8; // STATICLIGHT3 output basis 2 in .xyz
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float4 lightAtten : TEXCOORD9; // light attenuation for 4 lights
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#else
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float4 csmXform0or1_csmXform2 : TEXCOORD6; // csm lightToWorldxformcascade0 or 1.xy in .xy lightToWorldxformcascade2.xy in .zw
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float4 staticLight_csmXform0z : TEXCOORD7; // STATICLIGHT3 average rgb in .xyz, csm lightToWorldxformcascade0.z in .w
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float4 lightAtten : COLOR0; // light attenuation for lights 0 and 1 in .xy (lower precision for sm2_b/OSX)
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#endif
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#if defined( _GAMECONSOLE ) && FLASHLIGHT
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float4 flashlightSpacePos : TEXCOORD8;
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#endif
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};
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float Luminance( float3 cColor )
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{
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// Formula for calculating luminance based on NTSC standard
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return dot( cColor.rgb, float3( 0.2125, 0.7154, 0.0721 ) );
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}
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//-----------------------------------------------------------------------------
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// Main shader entry point
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//-----------------------------------------------------------------------------
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float4 vPosition, vTangent;
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float4 worldPos = float4(0.0f, 0.0f, 0.0f, 1.0f);
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float3 vNormal, worldNormal, worldTangentS, worldTangentT;
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#if ( TESSELLATION )
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{
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float flDummyWrinkle;
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EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler,
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worldNormal, worldPos.xyz, worldTangentS, worldTangentT, vTangent.w,
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flDummyWrinkle, o.baseTexCoord_baseTexCoord2.xy, o.bumpTexCoord_detailTexCoord.zw );
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}
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#else // no TESSELLATION
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{
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vPosition = v.vPos;
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
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#if ( !MORPHING )
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{
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz );
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}
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#else
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{
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
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v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal, vTangent.xyz );
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}
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#endif
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// Perform skinning
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SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
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v.vBoneWeights, v.vBoneIndices, worldPos.xyz, worldNormal, worldTangentS, worldTangentT );
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// Always normalize since flex path is controlled by runtime
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// constant not a shader combo and will always generate the normalization
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worldNormal = normalize( worldNormal );
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worldTangentS = normalize( worldTangentS );
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worldTangentT = normalize( worldTangentT );
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#if ( MORPHING && DECAL )
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{
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// Avoid z precision errors
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worldPos.xyz += worldNormal * 0.05f * v.vTexCoord2.z;
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}
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#endif
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#if ( STATICLIGHT3 )
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{
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#if defined( SHADER_MODEL_VS_3_0 )
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// Adjust lighting data into full range
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o.staticLight0.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright );
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o.staticLight1.rgb = GammaToLinear( v.vStaticLight2.rgb * cOverbright );
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o.staticLight2.rgb = GammaToLinear( v.vStaticLight3.rgb * cOverbright );
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#if ( STATICLIGHT3 == 2 )
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// Fallback for maps that still bake sunlight into the vertex color stream. Subtract it out here.
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// It gets added back in the pixel shader. Doing this here in the VS saves pixel shader combos.
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o.staticLight0.rgb -= g_vCSMLightColor.rgb * v.vStaticLight.a;
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o.staticLight1.rgb -= g_vCSMLightColor.rgb * v.vStaticLight2.a;
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o.staticLight2.rgb -= g_vCSMLightColor.rgb * v.vStaticLight3.a;
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o.staticLight0.rgb = max( 0.0f, o.staticLight0.rgb );
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o.staticLight1.rgb = max( 0.0f, o.staticLight1.rgb );
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o.staticLight2.rgb = max( 0.0f, o.staticLight2.rgb );
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#endif
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o.staticLight0.w = v.vStaticLight.a;
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o.staticLight1.w = v.vStaticLight2.a;
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o.staticLight2.w = v.vStaticLight3.a;
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#else
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// take average of STATICLIGHT3 data for shader model 2b (OSX)
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float4 vStaticLightAvg;
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vStaticLightAvg.rgb = GammaToLinear( v.vStaticLight.rgb * cOverbright );
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vStaticLightAvg.rgb += GammaToLinear( v.vStaticLight2.rgb * cOverbright );
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vStaticLightAvg.rgb += GammaToLinear( v.vStaticLight3.rgb * cOverbright );
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vStaticLightAvg.a = v.vStaticLight.a + v.vStaticLight2.a + v.vStaticLight3.a;
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#if ( STATICLIGHT3 == 2 )
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vStaticLightAvg.rgb -= g_vCSMLightColor.rgb * vStaticLightAvg.a;
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vStaticLightAvg.rgb = max( 0.0f, vStaticLightAvg.rgb );
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#endif
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vStaticLightAvg *= 0.3333f;
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o.staticLight_csmXform0z.rgb = vStaticLightAvg.rgb;
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o.lightAtten.w = vStaticLightAvg.a;
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#endif
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}
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#endif
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// Base texture coordinate transform
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o.baseTexCoord_baseTexCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
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o.baseTexCoord_baseTexCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
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// 2nd uv set, pass through for now
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o.baseTexCoord_baseTexCoord2.zw = v.vTexCoord1.xy;
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// bump texture coordinate transform - temp
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o.bumpTexCoord_detailTexCoord.x = dot( v.vTexCoord0, cBumpTexCoordTransform[0] );
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o.bumpTexCoord_detailTexCoord.y = dot( v.vTexCoord0, cBumpTexCoordTransform[1] );
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// Detail texture coordinate transform
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o.bumpTexCoord_detailTexCoord.z = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
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o.bumpTexCoord_detailTexCoord.w = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
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}
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#endif // TESSELLATION
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// Transform into projection space
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o.projPos = mul( worldPos, cViewProj );
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#ifdef _PS3
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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o.vWorldNormal_fogFactorW.xyz = worldNormal.xyz;
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o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w
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// pack required proj pos components (used for screen space pos in flashlight shadow map noise)
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o.vProjPos = o.projPos;
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#if ( defined( SHADER_MODEL_VS_2_0 ) && FLATTEN_STATIC_CONTROL_FLOW )
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{
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#if ( NUM_LIGHTS > 0 )
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o.lightAtten.x = GetVertexAttenForLight( worldPos.xyz, 0, false );
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#endif
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#if ( NUM_LIGHTS > 1 )
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o.lightAtten.y = GetVertexAttenForLight( worldPos.xyz, 1, false );
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#endif
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}
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#else
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{
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// Scalar light attenuation
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o.lightAtten.x = GetVertexAttenForLight( worldPos.xyz, 0 );
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o.lightAtten.y = GetVertexAttenForLight( worldPos.xyz, 1 );
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#if defined( SHADER_MODEL_VS_3_0 )
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o.lightAtten.z = GetVertexAttenForLight( worldPos.xyz, 2 );
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o.lightAtten.w = GetVertexAttenForLight( worldPos.xyz, 3 );
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#endif
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}
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#endif
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// Needed for water fog alpha and diffuse lighting
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o.vWorldPos_linearDepth.xyz = worldPos.xyz;
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#if ( WORLD_NORMAL )
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{
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o.vWorldPos_linearDepth.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
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}
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#endif
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#if ( HARDWAREFOGBLEND )
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{
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o.fog = CalcFixedFunctionFog( worldPos.xyz, g_FogType );
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}
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#endif
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#if ( !DOPIXELFOG && !HARDWAREFOGBLEND )
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{
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o.vWorldNormal_fogFactorW.w = CalcNonFixedFunctionFog( worldPos.xyz, g_FogType );
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}
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#endif
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#if ( defined( _GAMECONSOLE ) && FLASHLIGHT )
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{
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o.flashlightSpacePos = TransformFlashlightWorldToTexture( worldPos.xyz, g_FlashlightWorldToTexture );
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}
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#endif
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#if( CASCADED_SHADOW_MAPPING )
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{
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o.csmXform0or1_csmXform2.xy = mul( worldPos, g_matWorldToShadowTexMatrices[0] ).xy;
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o.csmXform0or1_csmXform2.zw = mul( worldPos, g_matWorldToShadowTexMatrices[1] ).xy;
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o.staticLight_csmXform0z.w = mul( worldPos, g_matWorldToShadowTexMatrix0_z );
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}
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#endif
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return o;
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}
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