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Diffstat (limited to 'materialsystem/stdshaders/eye_refract_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/eye_refract_vs20.fxc | 217 |
1 files changed, 217 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/eye_refract_vs20.fxc b/materialsystem/stdshaders/eye_refract_vs20.fxc new file mode 100644 index 0000000..af975f9 --- /dev/null +++ b/materialsystem/stdshaders/eye_refract_vs20.fxc @@ -0,0 +1,217 @@ +//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============// + +// STATIC: "INTRO" "0..1" +// STATIC: "HALFLAMBERT" "0..1" +// STATIC: "FLASHLIGHT" "0..1" +// STATIC: "LIGHTWARPTEXTURE" "0..1" + +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "SKINNING" "0..1" +// DYNAMIC: "DOWATERFOG" "0..1" +// DYNAMIC: "DYNAMIC_LIGHT" "0..1" +// DYNAMIC: "STATIC_LIGHT" "0..1" +// DYNAMIC: "NUM_LIGHTS" "0..4" +// DYNAMIC: "MORPHING" "0..1" [vs30] + +#include "vortwarp_vs20_helper.h" + +static const bool g_bSkinning = SKINNING ? true : false; +static const int g_iFogType = DOWATERFOG; +static const bool g_bHalfLambert = HALFLAMBERT ? true : false; + +const float3 g_cEyeOrigin : register( SHADER_SPECIFIC_CONST_0 ); +const float4 g_vIrisProjectionU : register( SHADER_SPECIFIC_CONST_2 ); +const float4 g_vIrisProjectionV : register( SHADER_SPECIFIC_CONST_3 ); +const float4 g_vFlashlightPosition : register( SHADER_SPECIFIC_CONST_4 ); + +#if INTRO +const float4 g_vConst4 : register( SHADER_SPECIFIC_CONST_5 ); +#define g_vModelOrigin g_vConst4.xyz +#define g_flTime g_vConst4.w +#endif + +const float4 g_vFlashlightMatrixRow1 : register( SHADER_SPECIFIC_CONST_6 ); +const float4 g_vFlashlightMatrixRow2 : register( SHADER_SPECIFIC_CONST_7 ); +const float4 g_vFlashlightMatrixRow3 : register( SHADER_SPECIFIC_CONST_8 ); +const float4 g_vFlashlightMatrixRow4 : register( SHADER_SPECIFIC_CONST_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 + +struct VS_INPUT +{ + float4 vPos : POSITION; // Position + float4 vBoneWeights : BLENDWEIGHT; // Skin weights + float4 vBoneIndices : BLENDINDICES; // Skin indices + float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates + + // Position deltas + float3 vPosFlex : POSITION1; + +#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; // Fixed-function fog factor +#endif + float4 vAmbientOcclUv_fallbackCorneaUv : TEXCOORD0; // Base texture coordinate + float4 cVertexLight : TEXCOORD1; // Vertex-lit color (Note: w is used for flashlight pass) + float4 vTangentViewVector : TEXCOORD2; // Tangent view vector (Note: w is used for flashlight pass) + float4 vWorldPosition_ProjPosZ : TEXCOORD3; + float3 vWorldNormal : TEXCOORD4; // World-space normal + float3 vWorldTangent : TEXCOORD5; // World-space tangent + float4 vLightFalloffCosine01 : TEXCOORD6; // Light falloff and cosine terms for first two local lights + float4 vLightFalloffCosine23 : TEXCOORD7; // Light falloff and cosine terms for next two local lights + + float3 vWorldBinormal : COLOR0; // World-space normal +}; + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o; + + bool bDynamicLight = DYNAMIC_LIGHT ? true : false; + bool bStaticLight = STATIC_LIGHT ? true : false; + int nNumLights = NUM_LIGHTS; + + float4 vPosition = v.vPos; + +#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING + ApplyMorph( v.vPosFlex, vPosition.xyz ); +#else + ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz ); +#endif + + // Transform the position + float3 vWorldPosition; + SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPosition ); + + // Note: I'm relying on the iris projection vector math not changing or this will break + float3 vEyeSocketUpVector = normalize( -g_vIrisProjectionV.xyz ); + float3 vEyeSocketLeftVector = normalize( -g_vIrisProjectionU.xyz ); + +#if INTRO + float3 dummy = float3( 0.0f, 0.0f, 0.0f ); + WorldSpaceVertexProcess( g_flTime, g_vModelOrigin, vWorldPosition, dummy, dummy, dummy ); +#endif + + o.vWorldPosition_ProjPosZ.xyz = vWorldPosition.xyz; + + // Transform into projection space + //vWorldPosition -= ( vWorldPosition - g_cEyeOrigin ) * 0.9; //Debug to visualize eye origin + float4 vProjPos = mul( float4( vWorldPosition, 1.0f ), cViewProj ); + o.projPos = vProjPos; + vProjPos.z = dot( float4( vWorldPosition, 1.0f ), cViewProjZ ); + + + o.vWorldPosition_ProjPosZ.w = vProjPos.z; + +#if !defined( _X360 ) + // Set fixed-function fog factor + o.fog = CalcFog( vWorldPosition, vProjPos, g_iFogType ); +#endif + + // Normal = (Pos - Eye origin) + float3 vWorldNormal = normalize( vWorldPosition.xyz - g_cEyeOrigin.xyz ); + o.vWorldNormal.xyz = vWorldNormal.xyz; + + // Tangent & binormal + /* + float3 vWorldBinormal = normalize( cross( vWorldNormal.xyz, vEyeSocketLeftVector.xyz ) ); + o.vWorldBinormal.xyz = vWorldBinormal.xyz * 0.5f + 0.5f; + + float3 vWorldTangent = normalize( cross( vWorldBinormal.xyz, vWorldNormal.xyz ) ); + o.vWorldTangent.xyz = vWorldTangent.xyz; + //*/ + + //* + float3 vWorldTangent = normalize( cross( vEyeSocketUpVector.xyz, vWorldNormal.xyz ) ); + o.vWorldTangent.xyz = vWorldTangent.xyz; + + float3 vWorldBinormal = normalize( cross( vWorldNormal.xyz, vWorldTangent.xyz ) ); + o.vWorldBinormal.xyz = vWorldBinormal.xyz * 0.5f + 0.5f; + //*/ + + float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz); + o.vTangentViewVector.xyz = Vec3WorldToTangentNormalized (vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz); + + // AV - I think this will effectively make the eyeball less rounded left to right to help vertext lighting quality + // AV - Note: This probably won't look good if put on an exposed eyeball + //float vNormalDotSideVec = -dot( vWorldNormal, g_vEyeballUp ) * 0.5f; + float vNormalDotSideVec = -dot( vWorldNormal, vEyeSocketLeftVector) * 0.5f; + float3 vBentWorldNormal = normalize(vNormalDotSideVec * vEyeSocketLeftVector + vWorldNormal); + + // Compute vertex lighting + o.cVertexLight.a = 0.0f; //Only used for flashlight pass + o.cVertexLight.rgb = DoLightingUnrolled( vWorldPosition, vBentWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, nNumLights ); + + // Only interpolate ambient light for TF NPR lighting + bool bDoDiffuseWarp = LIGHTWARPTEXTURE ? true : false; + if ( bDoDiffuseWarp ) + { + if( bDynamicLight ) + { + o.cVertexLight.rgb = AmbientLight( vBentWorldNormal.xyz ); + } + else + { + o.cVertexLight.rgb = float3( 0.0f, 0.0f, 0.0f ); + } + } + +// NOTE: it appears that o.vLightFalloffCosine01 and o.vLightFalloffCosine23 are filled in even if +// we don't have enough lights, meaning we pass garbage to the pixel shader which then throws it away + + // Light falloff for first two local lights + o.vLightFalloffCosine01.x = VertexAttenInternal( vWorldPosition.xyz, 0 ); + o.vLightFalloffCosine01.y = VertexAttenInternal( vWorldPosition.xyz, 1 ); + o.vLightFalloffCosine01.z = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 0, g_bHalfLambert ); + o.vLightFalloffCosine01.w = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 1, g_bHalfLambert ); + + // Light falloff for next two local lights + o.vLightFalloffCosine23.x = VertexAttenInternal( vWorldPosition.xyz, 2 ); + o.vLightFalloffCosine23.y = VertexAttenInternal( vWorldPosition.xyz, 3 ); + o.vLightFalloffCosine23.z = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 2, g_bHalfLambert ); + o.vLightFalloffCosine23.w = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 3, g_bHalfLambert ); + + // Texture coordinates set by artists for ambient occlusion + o.vAmbientOcclUv_fallbackCorneaUv.xy = v.vTexCoord0.xy; + + // Cornea uv for ps.2.0 fallback + float2 vCorneaUv; // Note: Cornea texture is a cropped version of the iris texture + vCorneaUv.x = dot( g_vIrisProjectionU, float4( vWorldPosition, 1.0f ) ); + vCorneaUv.y = dot( g_vIrisProjectionV, float4( vWorldPosition, 1.0f ) ); + float2 vSphereUv = ( vCorneaUv.xy * 0.5f ) + 0.25f; + o.vAmbientOcclUv_fallbackCorneaUv.wz = vCorneaUv.xy; // Note: wz unpacks faster than zw in ps.2.0! + + // Step on the vertex light interpolator for the flashlight tex coords + bool bFlashlight = ( FLASHLIGHT != 0 ) ? true : false; + o.vTangentViewVector.w = 0.0f; + if ( bFlashlight ) + { + o.cVertexLight.x = dot( g_vFlashlightMatrixRow1.xyzw, float4( vWorldPosition, 1.0f ) ); + o.cVertexLight.y = dot( g_vFlashlightMatrixRow2.xyzw, float4( vWorldPosition, 1.0f ) ); + o.cVertexLight.z = dot( g_vFlashlightMatrixRow3.xyzw, float4( vWorldPosition, 1.0f ) ); + o.cVertexLight.w = dot( g_vFlashlightMatrixRow4.xyzw, float4( vWorldPosition, 1.0f ) ); + + o.vTangentViewVector.w = saturate( dot( vBentWorldNormal.xyz, normalize ( g_vFlashlightPosition.xyz - vWorldPosition.xyz ) ) ); // Flashlight N.L with modified normal + + // Half lambert version + //o.cVertexLight.z = dot( vBentWorldNormal.xyz, normalize ( g_vFlashlightPosition.xyz - vWorldPosition.xyz ) ); // Flashlight N.L with modified normal + //o.cVertexLight.z = ( o.cVertexLight.z * 0.5f ) + 0.5f; + //o.cVertexLight.z *= o.cVertexLight.z; + } + + return o; +} |