a87918565a
* Add PBR support * Fix physics props turning black
112 lines
4.0 KiB
Plaintext
112 lines
4.0 KiB
Plaintext
//==================================================================================================
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//
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// Physically Based Rendering vertex shader for brushes and models
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//
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//==================================================================================================
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "LIGHTING_PREVIEW" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..4"
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#include "common_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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const float4 cBaseTexCoordTransform[2] : register(SHADER_SPECIFIC_CONST_0);
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//-----------------------------------------------------------------------------
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// Input vertex format
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//-----------------------------------------------------------------------------
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use
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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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float2 vTexCoord0 : TEXCOORD0;
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float4 vLightmapTexCoord : TEXCOORD1;
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float4 vLightmapTexCoordOffset : TEXCOORD2;
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};
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struct VS_OUTPUT
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{
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// Stuff that isn't seen by the pixel shader
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float4 projPosSetup : POSITION;
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float fog : FOG;
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// Stuff that is seen by the pixel shader
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float2 baseTexCoord : TEXCOORD0;
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float4 lightAtten : TEXCOORD1;
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float3 worldNormal : TEXCOORD2;
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float3 worldPos : TEXCOORD3;
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float3 projPos : TEXCOORD4;
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float4 lightmapTexCoord1And2 : TEXCOORD5;
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float4 lightmapTexCoord3 : TEXCOORD6;
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};
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//-----------------------------------------------------------------------------
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// Main shader entry point
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//-----------------------------------------------------------------------------
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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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o.lightmapTexCoord3.z = dot(v.vTexCoord0, cBaseTexCoordTransform[0]) + cBaseTexCoordTransform[0].w;
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o.lightmapTexCoord3.w = dot(v.vTexCoord0, cBaseTexCoordTransform[1]) + cBaseTexCoordTransform[1].w;
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
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// Reversed component order
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o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
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o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
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o.lightmapTexCoord3.xy = lightmapTexCoord3;
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float3 vNormal;
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DecompressVertex_Normal(v.vNormal, vNormal);
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float3 worldNormal, worldPos;
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SkinPositionAndNormal(g_bSkinning, v.vPos, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal);
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// Transform into projection space
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float4 vProjPos = mul(float4(worldPos, 1), cViewProj);
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o.projPosSetup = vProjPos;
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vProjPos.z = dot(float4(worldPos, 1), cViewProjZ);
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o.projPos = vProjPos.xyz;
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o.fog = CalcFog(worldPos, vProjPos.xyz, g_FogType);
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// Needed for water fog alpha and diffuse lighting
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o.worldPos = worldPos;
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o.worldNormal = normalize(worldNormal);
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// Scalar attenuations for four lights
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o.lightAtten = float4(0, 0, 0, 0);
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#if (NUM_LIGHTS > 0)
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o.lightAtten.x = GetVertexAttenForLight(worldPos, 0, false);
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#endif
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#if (NUM_LIGHTS > 1)
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o.lightAtten.y = GetVertexAttenForLight(worldPos, 1, false);
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#endif
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#if (NUM_LIGHTS > 2)
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o.lightAtten.z = GetVertexAttenForLight(worldPos, 2, false);
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#endif
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#if (NUM_LIGHTS > 3)
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o.lightAtten.w = GetVertexAttenForLight(worldPos, 3, false);
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#endif
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// Base texture coordinate transform
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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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return o;
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}
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