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Diffstat (limited to 'materialsystem/stdshaders/cloak_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/cloak_vs20.fxc | 147 |
1 files changed, 147 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/cloak_vs20.fxc b/materialsystem/stdshaders/cloak_vs20.fxc new file mode 100644 index 0000000..12b44f4 --- /dev/null +++ b/materialsystem/stdshaders/cloak_vs20.fxc @@ -0,0 +1,147 @@ +//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======= +// +// Purpose: +// +//============================================================================= + +// STATIC: "MODEL" "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] + +#include "common_vs_fxc.h" + +static const bool g_bSkinning = SKINNING ? true : false; +static const int g_FogType = DOWATERFOG; + +#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 +{ + float4 vPos : POSITION; + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + float4 vNormal : NORMAL; + float4 vBaseTexCoord : TEXCOORD0; + float4 vUserData : TANGENT; + + // 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 vSetupProjPos : POSITION; + float fFog : FOG; + float2 vBaseTexCoord : TEXCOORD0; + float3x3 tangentSpaceTranspose : TEXCOORD1; + // second row : TEXCOORD2; + // third row : TEXCOORD3; + float3 worldPos : TEXCOORD4; + float3 projPos : TEXCOORD5; + float4 lightAtten : TEXCOORD6; + float3 vRefract : TEXCOORD7; +}; + +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 ); + + // 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 ); + + // Projected position + float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + o.vSetupProjPos = vProjPos; + + // Map projected position to the refraction texture + float2 vRefractPos; + vRefractPos.x = vProjPos.x; + vRefractPos.y = -vProjPos.y; // invert Y + vRefractPos = (vRefractPos + vProjPos.w) * 0.5f; + +#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 + + // Compute fog based on the position + float3 vWorldPos = mul( v.vPos, cModel[0] ); +#if !defined( _X360 ) + o.fFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE ); +#endif + + // World position + o.worldPos = worldPos; + + // Refract position + o.projPos = float3(vRefractPos.x, vRefractPos.y, vProjPos.w); + + // Tranform bump coordinates + o.vBaseTexCoord = v.vBaseTexCoord; + + // 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; +} |