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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/vertexlit_and_unlit_generic_bump_vs20.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/vertexlit_and_unlit_generic_bump_vs20.fxc')
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+//======= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ======
+// STATIC: "HALFLAMBERT" "0..1"
+// STATIC: "USE_WITH_2B" "0..1"
+// STATIC: "DECAL" "0..1" [vs30]
+// STATIC: "FLASHLIGHT" "0..1" [XBOX]
+// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+// DYNAMIC: "SKINNING" "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 "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 ); // 0 & 1
+const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5
+const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 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
+
+
+//-----------------------------------------------------------------------------
+// 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 vColor : COLOR0;
+ float3 vSpecular : COLOR1;
+ // 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;
+ float3 vTangentS : TANGENT;
+ float3 vTangentT : BINORMAL;
+ float4 vUserData : TANGENT;
+
+ // Position and normal/tangent deltas
+ float3 vPosFlex : POSITION1;
+ float3 vNormalFlex : NORMAL1;
+#ifdef SHADER_MODEL_VS_3_0
+ float vVertexID : POSITION2;
+#endif
+};
+
+
+//-----------------------------------------------------------------------------
+// Output vertex format
+//-----------------------------------------------------------------------------
+struct VS_OUTPUT
+{
+ // Stuff that isn't seen by the pixel shader
+ float4 projPos : POSITION;
+#if !defined( _X360 )
+ float fog : FOG;
+#endif
+ // Stuff that is seen by the pixel shader
+
+ float4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
+ float3 lightAtten : TEXCOORD1;
+ float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2;
+ float3 vWorldNormal : TEXCOORD3; // World-space normal
+ float4 vWorldTangent : TEXCOORD4;
+#if USE_WITH_2B
+ float4 vProjPos : TEXCOORD5;
+#else
+ float3 vWorldBinormal : TEXCOORD5;
+#endif
+ float4 worldPos_projPosZ : TEXCOORD6;
+ float3 detailTexCoord_atten3 : TEXCOORD7;
+ float4 fogFactorW : COLOR1;
+
+#if defined( _X360 ) && FLASHLIGHT
+ float4 flashlightSpacePos : TEXCOORD8;
+#endif
+};
+
+
+//-----------------------------------------------------------------------------
+// Main shader entry point
+//-----------------------------------------------------------------------------
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ float4 vPosition = v.vPos;
+ float3 vNormal;
+ float4 vTangent;
+ DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
+
+#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
+ ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz );
+#else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
+ v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal, vTangent.xyz );
+#endif
+
+ // Perform skinning
+ float3 worldNormal, worldPos, worldTangentS, worldTangentT;
+ SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
+ v.vBoneWeights, v.vBoneIndices, worldPos,
+ worldNormal, worldTangentS, worldTangentT );
+
+ // Always normalize since flex path is controlled by runtime
+ // constant not a shader combo and will always generate the normalization
+ worldNormal = normalize( worldNormal );
+ worldTangentS = normalize( worldTangentS );
+ worldTangentT = normalize( worldTangentT );
+
+#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL
+ // Avoid z precision errors
+ worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
+#endif
+
+ o.vWorldNormal.xyz = worldNormal.xyz;
+ o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w
+
+ // Transform into projection space
+ float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.projPos = vProjPos;
+ vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
+
+#if USE_WITH_2B
+ o.vProjPos = vProjPos;
+#else
+ o.vWorldBinormal.xyz = worldTangentT.xyz;
+#endif
+
+ o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
+#if !defined( _X360 )
+ o.fog = o.fogFactorW;
+#endif
+
+ // Needed for water fog alpha and diffuse lighting
+ // FIXME: we shouldn't have to compute this all the time.
+ o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
+
+ // Needed for cubemapping + parallax mapping
+ // FIXME: We shouldn't have to compute this all the time.
+ //o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
+ o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = normalize( cEyePos.xyz - worldPos.xyz );
+
+#if defined( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
+ o.lightAtten.xyz = float3(0,0,0);
+ o.detailTexCoord_atten3.z = 0.0f;
+ #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.detailTexCoord_atten3.z = GetVertexAttenForLight( worldPos, 3, false );
+ #endif
+#else
+ // Scalar light attenuation
+ o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true );
+ o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true );
+ o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true );
+ o.detailTexCoord_atten3.z = GetVertexAttenForLight( worldPos, 3, true );
+#endif
+
+ // Base texture coordinate transform
+ o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
+ o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
+
+ // Detail texture coordinate transform
+ o.detailTexCoord_atten3.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
+ o.detailTexCoord_atten3.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
+
+#if defined( _X360 ) && FLASHLIGHT
+ o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
+#endif
+
+ return o;
+}