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hl2sdk/materialsystem/stdshaders/vertexlit_and_unlit_generic_bump_vs20.fxc
Scott Ehlert fdd0bbf277 SDK sync.
2012-07-06 20:35:59 -05:00

270 lines
8.7 KiB
Plaintext

//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "USE_WITH_2B" "0..1"
// STATIC: "DECAL" "0..1" [vs30]
// STATIC: "FLASHLIGHT" "0..1" [XBOX]
// STATIC: "NORMALIZEEYEVEC" "0..1"
// STATIC: "WORLD_NORMAL" "0..0" [vs20] [PC]
// STATIC: "WORLD_NORMAL" "0..1" [vs30] [PC]
// STATIC: "WORLD_NORMAL" "0..0" [XBOX]
// STATIC: "STATICLIGHT3" "0..0" // MAINTOL4DMERGEFIXME
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ]
// DYNAMIC: "TESSELLATION" "0..2" [vs30] [PC]
// DYNAMIC: "TESSELLATION" "0..0" [XBOX]
// DYNAMIC: "TESSELLATION" "0..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
#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
const float4 g_vEyeVector : 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
#ifdef SHADER_MODEL_VS_3_0
// 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( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif
#if TESSELLATION
#include "tessellation_vs_fxc.h"
const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_3 );
sampler2D BezierSampler : register( s1 );
sampler2D DispSampler : register( s2 );
// VS_INPUT defined in header
#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;
float3 vStaticLight : COLOR1;
#if STATICLIGHT3
float3 vStaticLight2 : COLOR2;
float3 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;
#ifdef SHADER_MODEL_VS_3_0
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 baseTexCoord2_light0e01 : TEXCOORD0;
#if STATICLIGHT3
float4 light1e012_light0e2 : TEXCOORD1;
#else
float3 lightAtten : TEXCOORD1;
#endif
float4 worldVertToEyeVectorXYZ_light2e0 : TEXCOORD2;
float4 vWorldNormal_light2e1 : TEXCOORD3;
float4 vWorldTangent : TEXCOORD4;
#if USE_WITH_2B
float4 vProjPos : TEXCOORD5;
#else
float3 vWorldBinormal : TEXCOORD5;
#endif
float4 worldPos_projPosZ : TEXCOORD6;
float4 detailTexCoord_atten3_or_light2e2_fogFactorW : TEXCOORD7;
#if defined( _X360 ) && FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD8;
#endif
};
//-----------------------------------------------------------------------------
// Main shader entry point
//-----------------------------------------------------------------------------
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition, vTangent;
float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
#if ( TESSELLATION )
{
float flDummyWrinkle;
EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler,
worldNormal, worldPos, worldTangentS, worldTangentT, vTangent.w,
flDummyWrinkle, o.baseTexCoord2_light0e01.xy, o.detailTexCoord_atten3_or_light2e2_fogFactorW.xy );
}
#else // no TESSELLATION
{
vPosition = v.vPos;
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, v.vTexCoord2, vPosition.xyz, vNormal, vTangent.xyz );
}
#endif
// Perform skinning
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
v.vBoneWeights, v.vBoneIndices, 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 );
#if ( defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL )
{
// Avoid z precision errors
worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
}
#endif
#if ( STATICLIGHT3 )
{
// Adjust lighting data
float3 cStaticLight1 = DoLighting( worldPos, worldNormal, v.vStaticLight, true, false, false );
float3 cStaticLight2 = DoLighting( worldPos, worldNormal, v.vStaticLight2, true, false, false );
float3 cStaticLight3 = DoLighting( worldPos, worldNormal, v.vStaticLight3, true, false, false );
// Pack 3-streams of lighting data
o.baseTexCoord2_light0e01.zw = cStaticLight1.xy;
o.light1e012_light0e2.xyz = cStaticLight2.xyz;
o.light1e012_light0e2.w = cStaticLight1.z;
o.worldVertToEyeVectorXYZ_light2e0.w = cStaticLight3.x;
o.vWorldNormal_light2e1.w = cStaticLight3.y;
o.detailTexCoord_atten3_or_light2e2_fogFactorW.z = cStaticLight3.z;
}
#endif
// Base texture coordinate transform
o.baseTexCoord2_light0e01.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseTexCoord2_light0e01.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
// Detail texture coordinate transform
o.detailTexCoord_atten3_or_light2e2_fogFactorW.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
o.detailTexCoord_atten3_or_light2e2_fogFactorW.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
}
#endif // TESSELLATION
// Transform into projection space
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
o.vWorldNormal_light2e1.xyz = worldNormal.xyz;
o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w
#if ( USE_WITH_2B )
{
o.vProjPos = o.projPos;
}
#else
{
o.vWorldBinormal.xyz = worldTangentT.xyz;
}
#endif
#if ( STATICLIGHT3 == 0 )
{
// Scalar light attenuation
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0 );
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1 );
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2 );
o.detailTexCoord_atten3_or_light2e2_fogFactorW.z = GetVertexAttenForLight( worldPos, 3 );
}
#endif
// Needed for water fog alpha and diffuse lighting
o.worldPos_projPosZ = float4( worldPos, o.projPos.z );
#if ( WORLD_NORMAL )
{
o.worldPos_projPosZ.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
}
#endif
// Needed for cubemapping + parallax mapping
#if ( NORMALIZEEYEVEC == 1 )
{
o.worldVertToEyeVectorXYZ_light2e0.xyz = normalize( cEyePos.xyz - worldPos.xyz );
}
#else
{
o.worldVertToEyeVectorXYZ_light2e0.xyz = cEyePos.xyz - worldPos.xyz;
}
#endif
#if ( HARDWAREFOGBLEND )
{
o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
}
#endif
#if ( !DOPIXELFOG && !HARDWAREFOGBLEND )
{
o.detailTexCoord_atten3_or_light2e2_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
}
#endif
#if ( defined( _X360 ) && FLASHLIGHT )
{
o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
}
#endif
return o;
}