source-engine/materialsystem/stdshaders/pbr_vs20b.fxc

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//==================================================================================================
//
// Physically Based Rendering vertex shader for brushes and models
//
//==================================================================================================
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "LIGHTING_PREVIEW" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..4"
#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);
//-----------------------------------------------------------------------------
// Input vertex format
//-----------------------------------------------------------------------------
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 vTangent : TANGENT;
float2 vTexCoord0 : TEXCOORD0;
float4 vLightmapTexCoord : TEXCOORD1;
float4 vLightmapTexCoordOffset : TEXCOORD2;
};
struct VS_OUTPUT
{
// Stuff that isn't seen by the pixel shader
float4 projPosSetup : POSITION;
float fog : FOG;
// Stuff that is seen by the pixel shader
float2 baseTexCoord : TEXCOORD0;
float4 lightAtten : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 worldTangent : TEXCOORD3;
float3 worldPos : TEXCOORD4;
float3 projPos : TEXCOORD5;
float4 lightmapTexCoord1And2 : TEXCOORD6;
float4 lightmapTexCoord3 : TEXCOORD7;
};
//-----------------------------------------------------------------------------
// Main shader entry point
//-----------------------------------------------------------------------------
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.lightmapTexCoord3.z = dot(v.vTexCoord0, cBaseTexCoordTransform[0].xy) + cBaseTexCoordTransform[0].w;
o.lightmapTexCoord3.w = dot(v.vTexCoord0, cBaseTexCoordTransform[1].xy) + cBaseTexCoordTransform[1].w;
o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset.xy;
float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset.xy;
// Reversed component order
o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
o.lightmapTexCoord3.xy = lightmapTexCoord3;
// Get normal and tangent and stuff
float3 vNormal; float4 vTangent;
DecompressVertex_NormalTangent(v.vNormal, v.vTangent, vNormal, vTangent);
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
SkinPositionNormalAndTangentSpace(g_bSkinning, v.vPos, vNormal, vTangent, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal, worldTangentS, worldTangentT);
// Transform into projection space
float4 vProjPos = mul(float4(worldPos, 1), cViewProj);
o.projPosSetup = vProjPos;
vProjPos.z = dot(float4(worldPos, 1), cViewProjZ);
o.projPos = vProjPos.xyz;
o.fog = CalcFog(worldPos, vProjPos.xyz, g_FogType);
// Needed for water fog alpha and diffuse lighting
o.worldPos = worldPos;
o.worldNormal = normalize(worldNormal);
//o.worldTangent = float4(worldTangentS.xyz, vTangent.w);
o.worldTangent = normalize(worldTangentS);
// Scalar attenuations for four lights
o.lightAtten = float4(0, 0, 0, 0);
#if (NUM_LIGHTS > 0)
o.lightAtten.x = GetVertexAttenForLight(worldPos, 0, false);
#endif
#if (NUM_LIGHTS > 1)
o.lightAtten.y = GetVertexAttenForLight(worldPos, 1, false);
#endif
#if (NUM_LIGHTS > 2)
o.lightAtten.z = GetVertexAttenForLight(worldPos, 2, false);
#endif
#if (NUM_LIGHTS > 3)
o.lightAtten.w = GetVertexAttenForLight(worldPos, 3, false);
#endif
// Base texture coordinate transform
o.baseTexCoord.x = dot(v.vTexCoord0, cBaseTexCoordTransform[0].xy);
o.baseTexCoord.y = dot(v.vTexCoord0, cBaseTexCoordTransform[1].xy);
return o;
}