diff options
| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/eyes_flashlight_vs20.fxc | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/eyes_flashlight_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/eyes_flashlight_vs20.fxc | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/eyes_flashlight_vs20.fxc b/materialsystem/stdshaders/eyes_flashlight_vs20.fxc new file mode 100644 index 0000000..e2e37dc --- /dev/null +++ b/materialsystem/stdshaders/eyes_flashlight_vs20.fxc @@ -0,0 +1,145 @@ +// ------------------------------------------------------------------------------ +// $cLight0Pos = world space light position +// $SHADER_SPECIFIC_CONST_1 = spotlight projection +// $SHADER_SPECIFIC_CONST_2 = spotlight projection +// $SHADER_SPECIFIC_CONST_3 = spotlight projection +// $SHADER_SPECIFIC_CONST_4 = spotlight projection +// $SHADER_SPECIFIC_CONST_5 = far z +// $SHADER_SPECIFIC_CONST_6 = eyeball origin +// $SHADER_SPECIFIC_CONST_7 = eyeball up * 0.5 +// $SHADER_SPECIFIC_CONST_8 = iris projection U +// $SHADER_SPECIFIC_CONST_9 = iris projection V +// ------------------------------------------------------------------------------ + +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "SKINNING" "0..1" +// DYNAMIC: "DOWATERFOG" "0..1" +// DYNAMIC: "MORPHING" "0..1" [vs30] + +#include "common_vs_fxc.h" + +static const bool g_bSkinning = SKINNING ? true : false; +static const int g_FogType = DOWATERFOG; + +const float4 cLightPosition : register( SHADER_SPECIFIC_CONST_0 ); +const float4 cSpotlightProj1 : register( SHADER_SPECIFIC_CONST_1 ); +const float4 cSpotlightProj2 : register( SHADER_SPECIFIC_CONST_2 ); +const float4 cSpotlightProj3 : register( SHADER_SPECIFIC_CONST_3 ); +const float4 cSpotlightProj4 : register( SHADER_SPECIFIC_CONST_4 ); +const float4 cFlashlighAtten : register( SHADER_SPECIFIC_CONST_5 ); // const, linear, quadratic & farZ +const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_8 ); +const float4 cIrisProjectionV : register( SHADER_SPECIFIC_CONST_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 + +struct VS_INPUT +{ + float4 vPos : POSITION; // Position + float4 vBoneWeights : BLENDWEIGHT; // Skin weights + float4 vBoneIndices : BLENDINDICES; // Skin indices + float4 vNormal : NORMAL; + float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates + + // Position and normal/tangent deltas + float3 vPosFlex : POSITION1; + float3 vNormalFlex : NORMAL1; +#ifdef SHADER_MODEL_VS_3_0 + float vVertexID : POSITION2; +#endif +}; + +struct VS_OUTPUT +{ + float4 projPos : POSITION; // Projection-space position +#if !defined( _X360 ) + float fog : FOG; // Fixed-function fog factor +#endif + float4 spotTexCoord : TEXCOORD0; // Spotlight texture coordinates + float2 baseTexCoord : TEXCOORD1; // Base texture coordinates + float2 irisTexCoord : TEXCOORD3; // Iris texture coordinates + float3 vertAtten : TEXCOORD4; // vertex attenuation + float3 worldPos : TEXCOORD5; + float3 projPosXYZ : TEXCOORD7; +}; + + +float RemapValClamped_01( float val, float A, float B ) +{ + float cVal = (val - A) / (B - A); + cVal = saturate( cVal ); + return cVal; +} + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float4 vPosition = v.vPos; + float3 vNormal; + DecompressVertex_Normal( v.vNormal, vNormal ); + +#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING + ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal ); +#else + ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal ); +#endif + + // Perform skinning + float3 worldNormal, worldPos; + SkinPositionAndNormal( + g_bSkinning, + vPosition, vNormal, + v.vBoneWeights, v.vBoneIndices, + worldPos, worldNormal ); + + worldNormal = normalize( worldNormal ); + + // Transform into projection space + float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); + o.projPos = projPos; + o.projPosXYZ = projPos.xyz; + o.worldPos = worldPos.xyz; + +#if !defined( _X360 ) + // Set fixed-function fog factor + o.fog = CalcFog( worldPos, o.projPos, g_FogType ); +#endif + + // Base texture coordinates + o.baseTexCoord = v.vTexCoord0; + + // Spotlight texture coordinates + o.spotTexCoord.x = dot( cSpotlightProj1, float4(worldPos, 1) ); + o.spotTexCoord.y = dot( cSpotlightProj2, float4(worldPos, 1) ); + o.spotTexCoord.z = dot( cSpotlightProj3, float4(worldPos, 1) ); + o.spotTexCoord.w = dot( cSpotlightProj4, float4(worldPos, 1) ); + + // Compute vector to light + float3 vWorldPosToLightVector = cLightPosition.xyz - worldPos; + + float3 vDistAtten = float3(1, 1, 1); + vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector ); // distsquared + vDistAtten.y = rsqrt( vDistAtten.z ); // 1 / dist + + float flDist = vDistAtten.z * vDistAtten.y; // dist + vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared + + float fFarZ = cFlashlighAtten.w; + + float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ ); + o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz ); + + o.vertAtten *= dot( normalize( vWorldPosToLightVector ), worldNormal ); + + o.irisTexCoord.x = dot( cIrisProjectionU, float4(worldPos, 1) ); + o.irisTexCoord.y = dot( cIrisProjectionV, float4(worldPos, 1) ); + + return o; +}
\ No newline at end of file |