1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00
hl2sdk/materialsystem/stdshaders/teeth_bump_vs20.fxc
Nicholas Hastings e2781a0000 SDK sync.
2014-02-28 14:08:09 -05:00

153 lines
5.2 KiB
Plaintext

//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "INTRO" "0..1"
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "STATIC_LIGHT" "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 "vortwarp_vs20_helper.h"
static const int g_FogType = DOWATERFOG;
static const bool g_bSkinning = SKINNING ? true : false;
const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_0 );
#if INTRO
const float4 const4 : register( SHADER_SPECIFIC_CONST_1 );
#define g_Time const4.w
#define modelOrigin const4.xyz
#endif
#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
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;
float2 vTexCoord0 : TEXCOORD0;
float4 vUserData : TANGENT; // Sign for cross product in w
// Position and normal/tangent deltas
float3 vPosFlex : POSITION1;
float3 vNormalFlex : NORMAL1;
#ifdef SHADER_MODEL_VS_3_0
float vVertexID : POSITION2;
#endif
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
float2 baseTexCoord : TEXCOORD0;
float4 worldVertToEyeVector_Darkening : TEXCOORD1;
float3x3 tangentSpaceTranspose : TEXCOORD2;
// second row : TEXCOORD3;
// third row : TEXCOORD4;
float4 worldPos_projPosZ : TEXCOORD5;
float2 lightAtten01 : TEXCOORD6;
float2 lightAtten23 : TEXCOORD7;
};
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 );
#if INTRO
WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, worldTangentS, worldTangentT );
#endif
// 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 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = vProjPos;
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
#if !defined( _X360 )
// Set fixed-function fog factor
o.fog = CalcFog( worldPos, vProjPos, g_FogType );
#endif
// Needed for specular
o.worldVertToEyeVector_Darkening.xyz = cEyePos - worldPos;
// Special darkening of lights for mouth open/close
o.worldVertToEyeVector_Darkening.w = cTeethLighting.w * saturate( dot( worldNormal, cTeethLighting.xyz ) );;
// Scalar light attenuation (mouth darkening applied in pixel shader)
#if defined( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
o.lightAtten01.xy = float2(0,0);
o.lightAtten23.xy = float2(0,0);
#if ( NUM_LIGHTS > 0 )
o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, false );
#endif
#if ( NUM_LIGHTS > 1 )
o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, false );
#endif
#if ( NUM_LIGHTS > 2 )
o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, false );
#endif
#if ( NUM_LIGHTS > 3 )
o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, false );
#endif
#else
o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, true );
o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, true );
o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, true );
o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, true );
#endif
o.baseTexCoord = v.vTexCoord0;
// 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;
}