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hl2sdk/materialsystem/stdshaders/vertexlit_and_unlit_generic_vs20.fxc
Scott Ehlert fdd0bbf277 SDK sync.
2012-07-06 20:35:59 -05:00

409 lines
12 KiB
Plaintext

//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "CUBEMAP" "0..1"
// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "SEAMLESS_BASE" "0..1"
// STATIC: "SEAMLESS_DETAIL" "0..1"
// STATIC: "SEPARATE_DETAIL_UVS" "0..1"
// STATIC: "DECAL" "0..1" [vs30]
// STATIC: "STATICLIGHT3" "0..0" // MAINTOL4DMERGEFIXME
// STATIC: "LIGHTING_PREVIEW" "0..3" [PC]
// STATIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
// STATIC: "FOW" "0..1"
// STATIC: "TREESWAY" "0..2"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DYNAMIC_LIGHT" "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]
// SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL)
// SKIP: ( $FOW ) && ( $SEAMLESS_DETAIL )
// SKIP: ( $FOW ) && ( $SEAMLESS_BASE )
// SKIP: ( $FOW ) && ( $TESSELLATION )
// SKIP: ($TREESWAY) && ($MORPHING)
// SKIP: ($TREESWAY) && ($TESSELLATION)
// SKIP: ($TREESWAY) && ($FOW)
// SKIP: ( $TREESWAY ) && ( $SEAMLESS_DETAIL || $SEAMLESS_BASE )
#include "common_fog_vs_supportsvertexfog_fxc.h"
// When tessellating, we don't have room in the super-prim vertices for more colors, tex coords or objects space positions
// SKIP: ( $STATICLIGHT3 || $VERTEXCOLOR || $SEAMLESS_BASE || $SEAMLESS_DETAIL || $SEPARATE_DETAIL_UVS || $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
#include "common_vs_fxc.h"
#include "fow_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
static const bool g_bCubemap = CUBEMAP ? true : false;
static const bool g_bFlashlight = FLASHLIGHT ? true : false;
static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
#if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL)
static const bool g_bDecalOffset = true;
#else
static const bool g_bDecalOffset = false;
#endif
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
#if ( LIGHTING_PREVIEW == 3 )
const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_2 );
#define g_flStaticLightEnabled 0
#else
const float g_flStaticLightEnabled : register( SHADER_SPECIFIC_CONST_2 );
#endif
const float4 g_vMiscParams1 : register( SHADER_SPECIFIC_CONST_3 );
#if ( SEAMLESS_DETAIL || SEAMLESS_BASE )
#define SEAMLESS_SCALE g_vMiscParams1.x
#elif TESSELLATION
#define g_SubDControls g_vMiscParams1
#elif FOW
#define g_vFoWWorldSize g_vMiscParams1
#endif
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9
const float4 g_vMiscParams2 : register( SHADER_SPECIFIC_CONST_12 );
#define cSinglePassFlashlight g_vMiscParams2.x
const float4 g_vMiscParams3 : register( SHADER_SPECIFIC_CONST_10 );
const float4 g_vMiscParams4 : register( SHADER_SPECIFIC_CONST_11 );
#if ( TREESWAY )
#define g_flTime g_vMiscParams2.y
#define g_vWindDir g_vMiscParams2.zw
#define g_flFastSwaySpeedScale g_vMiscParams1.x
#define g_flScrumbleFalloffCurve g_vMiscParams1.y
#define g_flSwayFalloffCurve g_vMiscParams1.z
#define g_flScrumbleSpeed g_vMiscParams1.w
#define g_flHeight g_vMiscParams3.x
#define g_flStartHeight g_vMiscParams3.y
#define g_flRadius g_vMiscParams3.z
#define g_flStartRadius g_vMiscParams3.w
#define g_flSwaySpeed g_vMiscParams4.x
#define g_flSwayIntensity g_vMiscParams4.y
#define g_flScrumbleWaveCount g_vMiscParams4.z
#define g_flScrumbleIntensity g_vMiscParams4.w
#define g_flWindSpeedLerpStart cDetailTexCoordTransform[0].x
#define g_flWindSpeedLerpEnd cDetailTexCoordTransform[0].y
#endif
#if defined( SHADER_MODEL_VS_3_0 )
// NOTE: cMorphTargetTextureDim.xy = target dimensions,
// cMorphTargetTextureDim.z = 4tuples/morph
#define cMorphTargetTextureDim g_vMiscParams3
#define cMorphSubrect g_vMiscParams4
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif
#if TESSELLATION
#include "tessellation_vs_fxc.h"
sampler2D BezierSampler : register( s1 );
sampler2D DispSampler : register( s2 );
// VS_INPUT defined in header
#else // no TESSELLATION
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
#if VERTEXCOLOR
float4 vColor : COLOR0;
#else
float3 vStaticLight : COLOR1;
#if STATICLIGHT3
float3 vStaticLight2 : COLOR2;
float3 vStaticLight3 : COLOR3;
#endif
#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;
// Position and normal/tangent deltas
float3 vPosFlex : POSITION1;
float3 vNormalFlex : NORMAL1;
#ifdef SHADER_MODEL_VS_3_0
float vVertexID : POSITION2;
#endif
};
#endif // TESSELLATION
struct VS_OUTPUT
{
float4 projPos : POSITION; // Projection-space position
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
#if SEAMLESS_BASE
float3 SeamlessTexCoord : TEXCOORD0; // Base texture x/y/z (indexed by swizzle)
#else
float2 baseTexCoord : TEXCOORD0; // Base texture coordinate
#endif
#if SEAMLESS_DETAIL
float3 SeamlessDetailTexCoord : TEXCOORD1; // Detail texture coordinate
#else
float2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
#endif
#if CUBEMAP || _X360 || ( !HARDWAREFOGBLEND && !DOPIXELFOG )
float4 worldVertToEyeVector_fogFactorW : TEXCOORD3; // Necessary for cubemaps
#else
#if CUBEMAP || _X360
float3 worldVertToEyeVector_fogFactorW : TEXCOORD3; // Necessary for cubemaps
#endif
#endif
float3 worldNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
#if FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD5;
float4 vProjPos : TEXCOORD6;
#endif
float4 worldPos_ProjPosZ : TEXCOORD7;
#if SEAMLESS_DETAIL || SEAMLESS_BASE
float3 SeamlessWeights : COLOR0; // x y z projection weights
#endif
#if FLASHLIGHT
float4 color : COLOR1; // Vertex color (from lighting or unlit)
#else
float4 color : TEXCOORD6; // use high-precision interpolator if possible
#endif
#if ( FOW == 1 )
float2 vFowCoord : TEXCOORD2;
#endif
};
#include "tree_sway.h"
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
bool bStaticLight = g_flStaticLightEnabled ? true : false;
bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight);
float3 worldPos;
#if ( TESSELLATION )
{
EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z,
BezierSampler, DispSampler,
o.worldNormal, worldPos,
o.baseTexCoord, o.detailTexCoord );
float3 vDummySpecular = float3(0,0,0);
o.color.xyz = DoLighting( worldPos, o.worldNormal, vDummySpecular, bStaticLight, bDynamicLight, g_bHalfLambert );
}
#else // no TESSELLATION
{
float4 vPosition = v.vPos;
float3 vNormal = 0;
if ( bDoLighting || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP )
{
// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
DecompressVertex_Normal( v.vNormal, vNormal );
}
else
{
if ( SEAMLESS_BASE || SEAMLESS_DETAIL || g_bDecalOffset || g_bFlashlight )
{
// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
DecompressVertex_Normal( v.vNormal, vNormal );
}
}
#if ( SEAMLESS_BASE || SEAMLESS_DETAIL )
{
// compute blend weights in rgb
float3 NNormal = normalize( vNormal );
o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1.
}
#endif
#if ( !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING )
{
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
}
#else
{
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal );
}
#endif
#if ( TREESWAY )
{
vPosition.xyz = ComputeTreeSway( vPosition.xyz, g_flTime );
}
#endif
SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, o.worldNormal );
if ( !g_bVertexColor )
{
o.worldNormal = normalize( o.worldNormal );
}
#if ( defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL )
{
// Avoid z precision errors
worldPos += o.worldNormal * 0.05f * v.vTexCoord2.z;
}
#endif
o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
#if ( VERTEXCOLOR )
{
// Assume that this is unlitgeneric if you are using vertex color.
o.color.rgb = GammaToLinear( v.vColor.rgb );
o.color.a = v.vColor.a;
}
#else
{
// Compute vertex lighting
#if STATICLIGHT3
{
float3 vStaticLightAvg = ( v.vStaticLight + v.vStaticLight2 + v.vStaticLight3 ) / 3.0f;
o.color.xyz = DoLighting( worldPos, o.worldNormal, vStaticLightAvg, bStaticLight, bDynamicLight, g_bHalfLambert );
}
#else
{
o.color.xyz = DoLighting( worldPos, o.worldNormal, v.vStaticLight, bStaticLight, bDynamicLight, g_bHalfLambert );
}
#endif
}
#endif
#if ( SEAMLESS_BASE )
{
o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * v.vPos.xyz;
}
#else
{
// Base texture coordinates
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
}
#endif
#if ( SEAMLESS_DETAIL )
{
// FIXME: detail texcoord as a 2d xform doesn't make much sense here, so I just do enough so
// that scale works. More smartness could allow 3d xform.
o.SeamlessDetailTexCoord.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz;
}
#else
{
#if ( TREE_SWAY )
{
o.detailTexCoord.xy = v.vTexCoord0;
}
#else
{
// Detail texture coordinates
// FIXME: This shouldn't have to be computed all the time.
o.detailTexCoord.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
o.detailTexCoord.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
}
#endif
}
#endif
#if ( SEPARATE_DETAIL_UVS )
{
o.detailTexCoord.xy = v.vTexCoord1.xy;
}
#endif
}
#endif // TESSELLATION
// Needed for cubemaps
#if ( CUBEMAP )
{
o.worldVertToEyeVector_fogFactorW.xyz = VSHADER_VECT_SCALE * ( cEyePos - worldPos );
}
#endif
#if ( !defined (_X360) && FLASHLIGHT )
{
//zero out the vertex color in additive two-pass flashlight mode
o.color.rgb *= cSinglePassFlashlight.x;
}
#endif
// Transform into projection space
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
#if ( FLASHLIGHT )
{
o.vProjPos = o.projPos;
}
#endif
o.worldPos_ProjPosZ = float4( worldPos, o.projPos.z );
#if ( FOW == 1 )
o.vFowCoord = CalcFoWCoord( g_vFoWWorldSize, worldPos.xy );
#endif
#if ( LIGHTING_PREVIEW == 3 )
{
o.worldPos_ProjPosZ.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
}
#endif
#if ( LIGHTING_PREVIEW )
{
float dot = 0.5 + 0.5 * o.worldNormal * float3( 0.7071, 0.7071, 0 );
o.color.xyz = float3( dot, dot, dot );
}
#endif
#if ( FLASHLIGHT )
{
o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
}
#endif
#if ( HARDWAREFOGBLEND )
{
o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
}
#endif
#if ( !DOPIXELFOG && !HARDWAREFOGBLEND )
{
o.worldVertToEyeVector_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
}
#endif
return o;
}