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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/vertexlit_and_unlit_generic_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/vertexlit_and_unlit_generic_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/vertexlit_and_unlit_generic_vs20.fxc | 250 |
1 files changed, 250 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/vertexlit_and_unlit_generic_vs20.fxc b/materialsystem/stdshaders/vertexlit_and_unlit_generic_vs20.fxc new file mode 100644 index 0000000..43dae3a --- /dev/null +++ b/materialsystem/stdshaders/vertexlit_and_unlit_generic_vs20.fxc @@ -0,0 +1,250 @@ +//======= Copyright � 1996-2007, Valve Corporation, All rights reserved. ====== + +// STATIC: "VERTEXCOLOR" "0..1" +// STATIC: "CUBEMAP" "0..1" +// STATIC: "HALFLAMBERT" "0..1" +// STATIC: "FLASHLIGHT" "0..1" +// STATIC: "SEAMLESS_BASE" "0..1" +// STATIC: "SEAMLESS_DETAIL" "0..1" +// STATIC: "SEPARATE_DETAIL_UVS" "0..1" +// STATIC: "DECAL" "0..1" [vs30] +// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] +// STATIC: "DONT_GAMMA_CONVERT_VERTEX_COLOR" "0..1" +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "DYNAMIC_LIGHT" "0..1" +// DYNAMIC: "STATIC_LIGHT_VERTEX" "0..1" +// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..1" +// DYNAMIC: "DOWATERFOG" "0..1" +// DYNAMIC: "SKINNING" "0..1" +// DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC] +// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX] +// 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 && ( $NUM_LIGHTS > 0 ) [vs20] +// SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL) +// SKIP: ($DONT_GAMMA_CONVERT_VERTEX_COLOR && ( ! $VERTEXCOLOR ) ) +#include "common_vs_fxc.h" + +static const bool g_bSkinning = SKINNING ? true : false; +static const int g_FogType = DOWATERFOG; +static const bool g_bVertexColor = VERTEXCOLOR ? true : false; +static const bool g_bCubemap = CUBEMAP ? true : false; +static const bool g_bFlashlight = FLASHLIGHT ? true : false; +static const bool g_bHalfLambert = HALFLAMBERT ? true : false; +#if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL) +static const bool g_bDecalOffset = true; +#else +static const bool g_bDecalOffset = false; +#endif + +const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); +#if SEAMLESS_DETAIL || SEAMLESS_BASE +const float cSeamlessScale : register( SHADER_SPECIFIC_CONST_2); +#define SEAMLESS_SCALE cSeamlessScale.x +#endif + +const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); + +#if defined ( _X360 ) +const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9 +#endif + +#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 +{ + // 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; + + // 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; +#endif + +#if SEAMLESS_BASE + HALF3 SeamlessTexCoord : TEXCOORD0; // Base texture x/y/z (indexed by swizzle) +#else + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate +#endif +#if SEAMLESS_DETAIL + HALF3 SeamlessDetailTexCoord : TEXCOORD1; // Detail texture coordinate +#else + HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate +#endif + float4 color : TEXCOORD2; // Vertex color (from lighting or unlit) + +#if CUBEMAP || _X360 + float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps +#endif + + float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight + +#if defined ( _X360 ) && FLASHLIGHT + float4 flashlightSpacePos : TEXCOORD5; +#endif + + float4 vProjPos : TEXCOORD6; + float4 worldPos_ProjPosZ : TEXCOORD7; + float4 fogFactorW : COLOR1; +#if SEAMLESS_DETAIL || SEAMLESS_BASE + float3 SeamlessWeights : COLOR0; // x y z projection weights +#endif + +}; + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + bool bDynamicLight = DYNAMIC_LIGHT ? true : false; + bool bStaticLight = STATIC_LIGHT_VERTEX ? true : false; + bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight); + + float4 vPosition = v.vPos; + float3 vNormal = 0; + if ( bDoLighting || FLASHLIGHT || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP ) + { + // The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain) + DecompressVertex_Normal( v.vNormal, vNormal ); + } + +#if SEAMLESS_BASE || SEAMLESS_DETAIL + // compute blend weights in rgb + float3 NNormal=normalize( vNormal ); + o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1. +#endif + +#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING + ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal ); +#else + ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, + v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal ); +#endif + + // Perform skinning + float3 worldNormal, worldPos; + SkinPositionAndNormal( + g_bSkinning, + vPosition, vNormal, + v.vBoneWeights, v.vBoneIndices, + worldPos, worldNormal ); + + if ( !g_bVertexColor ) + { + worldNormal = normalize( worldNormal ); + } + +#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL + // Avoid z precision errors + worldPos += worldNormal * 0.05f * v.vTexCoord2.z; +#endif + + o.worldSpaceNormal = worldNormal; + + // Transform into projection space + float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + o.projPos = vProjPos; + vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); + + o.vProjPos = vProjPos; + o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType ); +#if !defined( _X360 ) + o.fog = o.fogFactorW.w; +#endif + o.worldPos_ProjPosZ.xyz = worldPos.xyz; + o.worldPos_ProjPosZ.w = vProjPos.z; + + // Needed for cubemaps +#if CUBEMAP + o.worldVertToEyeVector.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos); +#endif + +#if !defined (_X360) && FLASHLIGHT + o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f ); +#else + if ( g_bVertexColor ) + { + // Assume that this is unlitgeneric if you are using vertex color. + o.color.rgb = ( DONT_GAMMA_CONVERT_VERTEX_COLOR ) ? v.vColor.rgb : GammaToLinear( v.vColor.rgb ); + o.color.a = v.vColor.a; + } + else + { + #if ( ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) ) + { + o.color.xyz = DoLighting( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert ); + } + #else + { + o.color.xyz = DoLightingUnrolled( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS ); + } + #endif + } +#endif + + +#if SEAMLESS_BASE + o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * v.vPos.xyz; +#else + // Base texture coordinates + o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); + o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); +#endif + +#if SEAMLESS_DETAIL + // FIXME: detail texcoord as a 2d xform doesn't make much sense here, so I just do enough so + // that scale works. More smartness could allow 3d xform. + o.SeamlessDetailTexCoord.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz; +#else + // Detail texture coordinates + // FIXME: This shouldn't have to be computed all the time. + o.detailTexCoord.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] ); + o.detailTexCoord.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] ); +#endif + +#if SEPARATE_DETAIL_UVS + o.detailTexCoord.xy = v.vTexCoord1.xy; +#endif + +#if LIGHTING_PREVIEW + float dot=0.5+0.5*worldNormal*float3(0.7071,0.7071,0); + o.color.xyz=float3(dot,dot,dot); +#endif + +#if defined ( _X360 ) && FLASHLIGHT + o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); +#endif + + return o; +} + + |