//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "ENVMAP_MASK" "0..1" // STATIC: "TANGENTSPACE" "0..1" // STATIC: "BUMPMAP" "0..1" // STATIC: "DETAILTEXTURE" "0..1" // STATIC: "DIFFUSEBUMPMAP" "0..1" // STATIC: "VERTEXCOLOR" "0..1" // STATIC: "VERTEXALPHATEXBLENDFACTOR" "0..1" // STATIC: "PARALLAX_MAPPING" "0..1" // STATIC: "SEAMLESS" "0..1" // STATIC: "BUMPMASK" "0..1" // STATIC: "FLASHLIGHT" "0..1" [XBOX] // STATIC: "FANCY_BLENDING" "0..1" // STATIC: "SELFILLUM" "0..1" // STATIC: "LIGHTING_PREVIEW" "0..3" [PC] // STATIC: "LIGHTING_PREVIEW" "0..0" [XBOX] // DYNAMIC: "FASTPATH" "0..1" // This should not be a combo since I'm a moron with the tangent space and the flashlight. // SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP // SKIP: $SEAMLESS && $PARALLAXMAP // SKIP: $BUMPMASK && $PARALLAXMAP // SKIP: $BUMPMASK && $SEAMLESS // SKIP: $LIGHTING_PREVIEW && $FLASHLIGHT #include "common_fog_vs_supportsvertexfog_fxc.h" #include "common_vs_fxc.h" #include "common_lightmappedgeneric_fxc.h" static const int g_FogType = DOWATERFOG; static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK; static const bool g_bTangentSpace = TANGENTSPACE; static const bool g_bBumpmap = BUMPMAP; static const bool g_bBumpmapDiffuseLighting = DIFFUSEBUMPMAP; static const bool g_bVertexColor = VERTEXCOLOR; static const bool g_bVertexAlphaTexBlendFactor = VERTEXALPHATEXBLENDFACTOR; static const bool g_BumpMask = BUMPMASK; #if SEAMLESS const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_0 ); #define SEAMLESS_SCALE (SeamlessScale.x) #else const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cDetailOrBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); #endif // This should be identity if we are bump mapping, otherwise we'll screw up the lightmapTexCoordOffset. const float4 cEnvmapMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); #if FLASHLIGHT const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); #endif #if DETAILTEXTURE && BUMPMAP && !SELFILLUM && !FANCY_BLENDING const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest! #else const float4 cFancyBlendMaskTexCoordTransform[2]: register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest! #endif #if ( LIGHTING_PREVIEW == 3 ) const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_12 ); #endif struct VS_INPUT { float3 vPos : POSITION; float4 vNormal : NORMAL; float2 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; float2 vLightmapTexCoordOffset : TEXCOORD2; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; float4 vColor : COLOR0; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal ); float4 projPos; float3 worldPos; projPos = mul( float4( v.vPos, 1 ), cModelViewProj ); o.projPos = projPos; worldPos = mul( float4( v.vPos, 1 ), cModel[0] ); o.worldPos_projPosZ.w = projPos.z; o.worldPos_projPosZ.xyz = worldPos; #if ( LIGHTING_PREVIEW == 3 ) o.worldPos_projPosZ.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth #endif float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); #if TANGENTSPACE || LIGHTING_PREVIEW || PARALLAX_MAPPING || defined( _X360 ) float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] ); float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] ); #if SEAMLESS && BUMPMAP && defined( _X360 ) float3 n = normalize( worldNormal ); float3 n2 = n * n; // sums to 1. o.tangentSpaceTranspose[0] = normalize( float3( n2.y + n2.z, 0.0f, n2.x ) ); o.tangentSpaceTranspose[1] = normalize( float3( 0.0f, n2.x + n2.z, n2.y ) ); o.tangentSpaceTranspose[2] = worldNormal; #else o.tangentSpaceTranspose[0] = worldTangentS; o.tangentSpaceTranspose[1] = worldTangentT; o.tangentSpaceTranspose[2] = worldNormal; #endif #endif float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos); #if ( SEAMLESS ) { // we need to fill in the texture coordinate projections o.SeamlessTexCoord_fogFactorW.xyz = SEAMLESS_SCALE * worldPos; } #else { if ( FASTPATH ) { o.baseTexCoord_fogFactorZ.xy = v.vBaseTexCoord; } else { o.baseTexCoord_fogFactorZ.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w; o.baseTexCoord_fogFactorZ.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w; } // calculate detailorbumptexcoord if ( FASTPATH ) { o.DETAILORBUMPCOORDS = v.vBaseTexCoord.xy; } else { o.DETAILORBUMPCOORDS = float2( dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[0] ) + cDetailOrBumpTexCoordTransform[0].w, dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[1] ) + cDetailOrBumpTexCoordTransform[1].w ); } } #endif if ( FASTPATH ) { o.lightmapTexCoord3.zw = v.vBaseTexCoord; #if DETAILTEXTURE && BUMPMAP && !SELFILLUM && !FANCY_BLENDING o.BUMPCOORDS = v.vBaseTexCoord; #endif #if FANCY_BLENDING o.FANCYBLENDMASKCOORDS = v.vBaseTexCoord; #endif } else { #if DETAILTEXTURE && BUMPMAP && !SELFILLUM && !FANCY_BLENDING o.BUMPCOORDS = float2( dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ) + cBumpTexCoordTransform[0].w, dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ) + cBumpTexCoordTransform[1].w ); #endif #if FANCY_BLENDING o.FANCYBLENDMASKCOORDS = float2( dot( v.vBaseTexCoord, cFancyBlendMaskTexCoordTransform[0] ) + cFancyBlendMaskTexCoordTransform[0].w, dot( v.vBaseTexCoord, cFancyBlendMaskTexCoordTransform[1] ) + cFancyBlendMaskTexCoordTransform[1].w ); #endif } // compute lightmap coordinates if( g_bBumpmap && g_bBumpmapDiffuseLighting ) { o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset; // reversed component order o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; o.lightmapTexCoord1And2.z = lightmapTexCoord2.y; o.lightmapTexCoord3.xy = lightmapTexCoord3; } else { o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord; } if( g_UseSeparateEnvmapMask || g_BumpMask ) { // reversed component order #if FASTPATH o.ENVMAPMASKCOORDS = v.vBaseTexCoord.xy; #else o.ENVMAPMASKCOORDS = float2( dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[0] ) + cEnvmapMaskTexCoordTransform[0].w, dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[1] ) + cEnvmapMaskTexCoordTransform[1].w ); #endif } #if ( HARDWAREFOGBLEND ) { o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); } #endif #if ( !DOPIXELFOG && !HARDWAREFOGBLEND ) { #if ( SEAMLESS ) { o.SeamlessTexCoord_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType ); } #else { o.baseTexCoord_fogFactorZ.z = CalcNonFixedFunctionFog( worldPos, g_FogType ); } #endif } #endif if ( !g_bVertexColor ) { o.vertexColor = float4( 1.0f, 1.0f, 1.0f, cModulationColor.a ); } else { if ( g_bVertexAlphaTexBlendFactor ) { o.vertexColor.rgb = v.vColor.rgb; o.vertexColor.a = cModulationColor.a; } else { o.vertexColor = v.vColor; o.vertexColor.a *= cModulationColor.a; } } #if SEAMLESS // compute belnd weights in rgb float3 vNormal=normalize( worldNormal ); o.vertexColor.xyz = vNormal * vNormal; // sums to 1. #endif // On 360, we have extra iterators and can fold the flashlight into this shader #if defined( _X360 ) #if FLASHLIGHT o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); o.vProjPos = projPos; #endif #endif if ( g_bVertexAlphaTexBlendFactor ) { o.vertexBlendX.x = v.vColor.a; } return o; }