mirror of
https://github.com/alliedmodders/hl2sdk.git
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409 lines
12 KiB
Plaintext
409 lines
12 KiB
Plaintext
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "SEAMLESS_BASE" "0..1"
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// STATIC: "SEAMLESS_DETAIL" "0..1"
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// STATIC: "SEPARATE_DETAIL_UVS" "0..1"
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// STATIC: "DECAL" "0..1" [vs30]
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// STATIC: "STATICLIGHT3" "0..0" // MAINTOL4DMERGEFIXME
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// STATIC: "LIGHTING_PREVIEW" "0..3" [PC]
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// STATIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
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// STATIC: "FOW" "0..1"
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// STATIC: "TREESWAY" "0..2"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ]
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// DYNAMIC: "TESSELLATION" "0..2" [vs30] [PC]
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// DYNAMIC: "TESSELLATION" "0..0" [XBOX]
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// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
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// SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL)
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// SKIP: ( $FOW ) && ( $SEAMLESS_DETAIL )
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// SKIP: ( $FOW ) && ( $SEAMLESS_BASE )
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// SKIP: ( $FOW ) && ( $TESSELLATION )
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// SKIP: ($TREESWAY) && ($MORPHING)
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// SKIP: ($TREESWAY) && ($TESSELLATION)
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// SKIP: ($TREESWAY) && ($FOW)
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// SKIP: ( $TREESWAY ) && ( $SEAMLESS_DETAIL || $SEAMLESS_BASE )
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#include "common_fog_vs_supportsvertexfog_fxc.h"
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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 || $VERTEXCOLOR || $SEAMLESS_BASE || $SEAMLESS_DETAIL || $SEPARATE_DETAIL_UVS || $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
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#include "common_vs_fxc.h"
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#include "fow_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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static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
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static const bool g_bCubemap = CUBEMAP ? true : false;
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static const bool g_bFlashlight = FLASHLIGHT ? true : false;
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static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
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#if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL)
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static const bool g_bDecalOffset = true;
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#else
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static const bool g_bDecalOffset = false;
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#endif
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
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#if ( LIGHTING_PREVIEW == 3 )
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const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_2 );
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#define g_flStaticLightEnabled 0
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#else
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const float g_flStaticLightEnabled : register( SHADER_SPECIFIC_CONST_2 );
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#endif
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const float4 g_vMiscParams1 : register( SHADER_SPECIFIC_CONST_3 );
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#if ( SEAMLESS_DETAIL || SEAMLESS_BASE )
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#define SEAMLESS_SCALE g_vMiscParams1.x
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#elif TESSELLATION
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#define g_SubDControls g_vMiscParams1
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#elif FOW
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#define g_vFoWWorldSize g_vMiscParams1
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#endif
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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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const float4 g_vMiscParams2 : register( SHADER_SPECIFIC_CONST_12 );
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#define cSinglePassFlashlight g_vMiscParams2.x
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const float4 g_vMiscParams3 : register( SHADER_SPECIFIC_CONST_10 );
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const float4 g_vMiscParams4 : register( SHADER_SPECIFIC_CONST_11 );
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#if ( TREESWAY )
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#define g_flTime g_vMiscParams2.y
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#define g_vWindDir g_vMiscParams2.zw
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#define g_flFastSwaySpeedScale g_vMiscParams1.x
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#define g_flScrumbleFalloffCurve g_vMiscParams1.y
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#define g_flSwayFalloffCurve g_vMiscParams1.z
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#define g_flScrumbleSpeed g_vMiscParams1.w
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#define g_flHeight g_vMiscParams3.x
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#define g_flStartHeight g_vMiscParams3.y
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#define g_flRadius g_vMiscParams3.z
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#define g_flStartRadius g_vMiscParams3.w
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#define g_flSwaySpeed g_vMiscParams4.x
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#define g_flSwayIntensity g_vMiscParams4.y
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#define g_flScrumbleWaveCount g_vMiscParams4.z
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#define g_flScrumbleIntensity g_vMiscParams4.w
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#define g_flWindSpeedLerpStart cDetailTexCoordTransform[0].x
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#define g_flWindSpeedLerpEnd cDetailTexCoordTransform[0].y
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#endif
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#if defined( SHADER_MODEL_VS_3_0 )
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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#define cMorphTargetTextureDim g_vMiscParams3
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#define cMorphSubrect g_vMiscParams4
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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#if TESSELLATION
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#include "tessellation_vs_fxc.h"
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sampler2D BezierSampler : register( s1 );
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sampler2D DispSampler : register( s2 );
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// VS_INPUT defined in header
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#else // no TESSELLATION
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struct VS_INPUT
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{
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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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#if VERTEXCOLOR
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float4 vColor : COLOR0;
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#else
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float3 vStaticLight : COLOR1;
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#if STATICLIGHT3
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float3 vStaticLight2 : COLOR2;
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float3 vStaticLight3 : COLOR3;
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#endif
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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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// Position and normal/tangent deltas
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float3 vPosFlex : POSITION1;
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float3 vNormalFlex : NORMAL1;
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#ifdef SHADER_MODEL_VS_3_0
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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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struct VS_OUTPUT
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{
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float4 projPos : POSITION; // Projection-space 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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#if SEAMLESS_BASE
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float3 SeamlessTexCoord : TEXCOORD0; // Base texture x/y/z (indexed by swizzle)
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#else
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float2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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#endif
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#if SEAMLESS_DETAIL
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float3 SeamlessDetailTexCoord : TEXCOORD1; // Detail texture coordinate
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#else
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float2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
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#endif
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#if CUBEMAP || _X360 || ( !HARDWAREFOGBLEND && !DOPIXELFOG )
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float4 worldVertToEyeVector_fogFactorW : TEXCOORD3; // Necessary for cubemaps
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#else
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#if CUBEMAP || _X360
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float3 worldVertToEyeVector_fogFactorW : TEXCOORD3; // Necessary for cubemaps
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#endif
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#endif
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float3 worldNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
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#if FLASHLIGHT
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float4 flashlightSpacePos : TEXCOORD5;
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float4 vProjPos : TEXCOORD6;
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#endif
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float4 worldPos_ProjPosZ : TEXCOORD7;
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#if SEAMLESS_DETAIL || SEAMLESS_BASE
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float3 SeamlessWeights : COLOR0; // x y z projection weights
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#endif
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#if FLASHLIGHT
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float4 color : COLOR1; // Vertex color (from lighting or unlit)
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#else
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float4 color : TEXCOORD6; // use high-precision interpolator if possible
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#endif
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#if ( FOW == 1 )
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float2 vFowCoord : TEXCOORD2;
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#endif
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};
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#include "tree_sway.h"
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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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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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bool bStaticLight = g_flStaticLightEnabled ? true : false;
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bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight);
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float3 worldPos;
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#if ( TESSELLATION )
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{
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EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z,
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BezierSampler, DispSampler,
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o.worldNormal, worldPos,
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o.baseTexCoord, o.detailTexCoord );
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float3 vDummySpecular = float3(0,0,0);
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o.color.xyz = DoLighting( worldPos, o.worldNormal, vDummySpecular, bStaticLight, bDynamicLight, g_bHalfLambert );
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}
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#else // no TESSELLATION
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{
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float4 vPosition = v.vPos;
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float3 vNormal = 0;
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if ( bDoLighting || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP )
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{
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// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
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DecompressVertex_Normal( v.vNormal, vNormal );
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}
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else
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{
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if ( SEAMLESS_BASE || SEAMLESS_DETAIL || g_bDecalOffset || g_bFlashlight )
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{
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// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
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DecompressVertex_Normal( v.vNormal, vNormal );
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}
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}
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#if ( SEAMLESS_BASE || SEAMLESS_DETAIL )
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{
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// compute blend weights in rgb
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float3 NNormal = normalize( vNormal );
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o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1.
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}
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#endif
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#if ( !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING )
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{
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
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}
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#else
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{
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal );
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}
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#endif
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#if ( TREESWAY )
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{
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vPosition.xyz = ComputeTreeSway( vPosition.xyz, g_flTime );
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}
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#endif
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SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, o.worldNormal );
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if ( !g_bVertexColor )
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{
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o.worldNormal = normalize( o.worldNormal );
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}
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#if ( defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL )
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{
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// Avoid z precision errors
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worldPos += o.worldNormal * 0.05f * v.vTexCoord2.z;
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}
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#endif
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o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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#if ( VERTEXCOLOR )
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{
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// Assume that this is unlitgeneric if you are using vertex color.
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o.color.rgb = GammaToLinear( v.vColor.rgb );
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o.color.a = v.vColor.a;
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}
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#else
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{
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// Compute vertex lighting
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#if STATICLIGHT3
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{
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float3 vStaticLightAvg = ( v.vStaticLight + v.vStaticLight2 + v.vStaticLight3 ) / 3.0f;
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o.color.xyz = DoLighting( worldPos, o.worldNormal, vStaticLightAvg, bStaticLight, bDynamicLight, g_bHalfLambert );
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}
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#else
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{
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o.color.xyz = DoLighting( worldPos, o.worldNormal, v.vStaticLight, bStaticLight, bDynamicLight, g_bHalfLambert );
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}
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#endif
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}
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#endif
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#if ( SEAMLESS_BASE )
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{
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o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * v.vPos.xyz;
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}
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#else
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{
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// Base texture coordinates
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o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
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o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
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}
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#endif
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#if ( SEAMLESS_DETAIL )
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{
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// FIXME: detail texcoord as a 2d xform doesn't make much sense here, so I just do enough so
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// that scale works. More smartness could allow 3d xform.
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o.SeamlessDetailTexCoord.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz;
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}
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#else
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{
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#if ( TREE_SWAY )
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{
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o.detailTexCoord.xy = v.vTexCoord0;
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}
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#else
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{
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// Detail texture coordinates
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// FIXME: This shouldn't have to be computed all the time.
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o.detailTexCoord.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
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o.detailTexCoord.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
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}
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#endif
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}
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#endif
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#if ( SEPARATE_DETAIL_UVS )
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{
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o.detailTexCoord.xy = v.vTexCoord1.xy;
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}
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#endif
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}
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#endif // TESSELLATION
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// Needed for cubemaps
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#if ( CUBEMAP )
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{
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o.worldVertToEyeVector_fogFactorW.xyz = VSHADER_VECT_SCALE * ( cEyePos - worldPos );
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}
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#endif
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#if ( !defined (_X360) && FLASHLIGHT )
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{
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//zero out the vertex color in additive two-pass flashlight mode
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o.color.rgb *= cSinglePassFlashlight.x;
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}
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#endif
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// Transform into projection space
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o.projPos = mul( float4( worldPos, 1 ), cViewProj );
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#if ( FLASHLIGHT )
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{
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o.vProjPos = o.projPos;
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}
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#endif
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o.worldPos_ProjPosZ = float4( worldPos, o.projPos.z );
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#if ( FOW == 1 )
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o.vFowCoord = CalcFoWCoord( g_vFoWWorldSize, worldPos.xy );
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#endif
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#if ( LIGHTING_PREVIEW == 3 )
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{
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o.worldPos_ProjPosZ.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
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}
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#endif
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#if ( LIGHTING_PREVIEW )
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{
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float dot = 0.5 + 0.5 * o.worldNormal * float3( 0.7071, 0.7071, 0 );
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o.color.xyz = float3( dot, dot, dot );
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}
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#endif
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#if ( FLASHLIGHT )
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{
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o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
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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, 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.worldVertToEyeVector_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
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}
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#endif
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return o;
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}
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