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| 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/teeth_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/teeth_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/teeth_vs20.fxc | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/teeth_vs20.fxc b/materialsystem/stdshaders/teeth_vs20.fxc new file mode 100644 index 0000000..9a9ab04 --- /dev/null +++ b/materialsystem/stdshaders/teeth_vs20.fxc @@ -0,0 +1,127 @@ +//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ====== + +// STATIC: "INTRO" "0..1" +// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] + +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "DOWATERFOG" "0..1" +// DYNAMIC: "SKINNING" "0..1" +// DYNAMIC: "DYNAMIC_LIGHT" "0..1" +// DYNAMIC: "STATIC_LIGHT" "0..1" +// DYNAMIC: "MORPHING" "0..1" [vs30] +// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] + +// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo +// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20] + +#include "vortwarp_vs20_helper.h" + +static const int g_FogType = DOWATERFOG; +static const bool g_bSkinning = SKINNING ? true : false; + +const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_0 ); +#if INTRO +const float4 const4 : register( SHADER_SPECIFIC_CONST_1 ); +#define g_Time const4.w +#define modelOrigin const4.xyz +#endif + +#ifdef SHADER_MODEL_VS_3_0 +// NOTE: cMorphTargetTextureDim.xy = target dimensions, +// cMorphTargetTextureDim.z = 4tuples/morph +const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); +const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 ); + +sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); +#endif + +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; + float2 vTexCoord0 : TEXCOORD0; + + // 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; +#if !defined( _X360 ) + float fog : FOG; +#endif + float2 baseTexCoord : TEXCOORD0; + float3 vertAtten : TEXCOORD1; + + float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog +}; + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + bool bDynamicLight = DYNAMIC_LIGHT ? true : false; + bool bStaticLight = STATIC_LIGHT ? true : false; + + 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 + + // Normalize the flexed normal + vNormal.xyz = normalize( vNormal.xyz ); + + // Transform the position + float3 worldPos, worldNormal; + SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal ); + +#if INTRO + float3 dummy = float3( 0.0f, 0.0f, 0.0f ); + WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, dummy, dummy ); +#endif + + // Transform into projection space + float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + o.projPos = vProjPos; + vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); + + o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); +#if !defined( _X360 ) + // Set fixed-function fog factor + o.fog = CalcFog( worldPos, vProjPos, g_FogType ); +#endif + + // Compute lighting +#if ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) + float3 linearColor = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, false ); +#else + float3 linearColor = DoLightingUnrolled( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, false, NUM_LIGHTS ); +#endif + + // Forward vector + float3 vForward = cTeethLighting.xyz; + float fIllumFactor = cTeethLighting.w; + + // Darken by forward dot normal and illumination factor + linearColor *= fIllumFactor * saturate( dot( worldNormal, vForward ) ); + + o.vertAtten = linearColor; + o.baseTexCoord = v.vTexCoord0; + + return o; +} + + |