summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/vortwarp_vs20.fxc
diff options
context:
space:
mode:
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/vortwarp_vs20.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/vortwarp_vs20.fxc')
-rw-r--r--materialsystem/stdshaders/vortwarp_vs20.fxc174
1 files changed, 174 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/vortwarp_vs20.fxc b/materialsystem/stdshaders/vortwarp_vs20.fxc
new file mode 100644
index 0000000..07d7cbf
--- /dev/null
+++ b/materialsystem/stdshaders/vortwarp_vs20.fxc
@@ -0,0 +1,174 @@
+//======= Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======
+
+// STATIC: "HALFLAMBERT" "0..1"
+// 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]
+// SKIP: $DOWATERFOG
+
+#include "vortwarp_vs20_helper.h"
+
+static const bool g_bSkinning = SKINNING ? true : false;
+static const int g_FogType = DOWATERFOG;
+
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
+
+const float4 const4 : register( SHADER_SPECIFIC_CONST_4 );
+#define g_Time const4.w
+#define modelOrigin const4.xyz
+
+#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
+
+
+//-----------------------------------------------------------------------------
+// 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
+{
+ float4 projPos : POSITION;
+#if !defined( _X360 )
+ float fog : FOG;
+#endif
+
+ HALF4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
+ // bump mapping and a separate envmap mask texture are mutually exclusive.
+ float4 lightAtten : TEXCOORD1;
+ float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2;
+ float3x3 tangentSpaceTranspose : TEXCOORD3;
+ // second row : TEXCOORD4;
+ // third row : TEXCOORD5;
+ float4 worldPos_projPosZ : TEXCOORD6;
+ float4 fogFactorW : COLOR1;
+};
+
+//-----------------------------------------------------------------------------
+// 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, float3( 0, 0, 0 ),
+ 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 );
+
+ WorldSpaceVertexProcess( g_Time, modelOrigin, 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 );
+
+ // Transform into projection space
+ float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.projPos = projPos;
+ projPos.z = mul( float4( worldPos, 1 ), cViewProjZ );
+ o.fogFactorW = CalcFog( worldPos, projPos, 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, projPos.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);
+
+#if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
+ o.lightAtten = float4(0,0,0,0);
+ #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.lightAtten.w = 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.lightAtten.w = 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] );
+
+ // Tangent space transform
+ o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
+ o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
+ o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
+
+ return o;
+}
+
+