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-rw-r--r--materialsystem/stdshaders/eyes_flashlight_vs20.fxc145
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diff --git a/materialsystem/stdshaders/eyes_flashlight_vs20.fxc b/materialsystem/stdshaders/eyes_flashlight_vs20.fxc
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+// ------------------------------------------------------------------------------
+// $cLight0Pos = world space light position
+// $SHADER_SPECIFIC_CONST_1 = spotlight projection
+// $SHADER_SPECIFIC_CONST_2 = spotlight projection
+// $SHADER_SPECIFIC_CONST_3 = spotlight projection
+// $SHADER_SPECIFIC_CONST_4 = spotlight projection
+// $SHADER_SPECIFIC_CONST_5 = far z
+// $SHADER_SPECIFIC_CONST_6 = eyeball origin
+// $SHADER_SPECIFIC_CONST_7 = eyeball up * 0.5
+// $SHADER_SPECIFIC_CONST_8 = iris projection U
+// $SHADER_SPECIFIC_CONST_9 = iris projection V
+// ------------------------------------------------------------------------------
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+// DYNAMIC: "MORPHING" "0..1" [vs30]
+
+#include "common_vs_fxc.h"
+
+static const bool g_bSkinning = SKINNING ? true : false;
+static const int g_FogType = DOWATERFOG;
+
+const float4 cLightPosition : register( SHADER_SPECIFIC_CONST_0 );
+const float4 cSpotlightProj1 : register( SHADER_SPECIFIC_CONST_1 );
+const float4 cSpotlightProj2 : register( SHADER_SPECIFIC_CONST_2 );
+const float4 cSpotlightProj3 : register( SHADER_SPECIFIC_CONST_3 );
+const float4 cSpotlightProj4 : register( SHADER_SPECIFIC_CONST_4 );
+const float4 cFlashlighAtten : register( SHADER_SPECIFIC_CONST_5 ); // const, linear, quadratic & farZ
+const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_8 );
+const float4 cIrisProjectionV : 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 vNormal : NORMAL;
+ float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
+
+ // 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; // Fixed-function fog factor
+#endif
+ float4 spotTexCoord : TEXCOORD0; // Spotlight texture coordinates
+ float2 baseTexCoord : TEXCOORD1; // Base texture coordinates
+ float2 irisTexCoord : TEXCOORD3; // Iris texture coordinates
+ float3 vertAtten : TEXCOORD4; // vertex attenuation
+ float3 worldPos : TEXCOORD5;
+ float3 projPosXYZ : TEXCOORD7;
+};
+
+
+float RemapValClamped_01( float val, float A, float B )
+{
+ float cVal = (val - A) / (B - A);
+ cVal = saturate( cVal );
+ return cVal;
+}
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ float4 vPosition = v.vPos;
+ float3 vNormal;
+ DecompressVertex_Normal( v.vNormal, vNormal );
+
+#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
+ ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
+#else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal );
+#endif
+
+ // Perform skinning
+ float3 worldNormal, worldPos;
+ SkinPositionAndNormal(
+ g_bSkinning,
+ vPosition, vNormal,
+ v.vBoneWeights, v.vBoneIndices,
+ worldPos, worldNormal );
+
+ worldNormal = normalize( worldNormal );
+
+ // Transform into projection space
+ float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.projPos = projPos;
+ o.projPosXYZ = projPos.xyz;
+ o.worldPos = worldPos.xyz;
+
+#if !defined( _X360 )
+ // Set fixed-function fog factor
+ o.fog = CalcFog( worldPos, o.projPos, g_FogType );
+#endif
+
+ // Base texture coordinates
+ o.baseTexCoord = v.vTexCoord0;
+
+ // Spotlight texture coordinates
+ o.spotTexCoord.x = dot( cSpotlightProj1, float4(worldPos, 1) );
+ o.spotTexCoord.y = dot( cSpotlightProj2, float4(worldPos, 1) );
+ o.spotTexCoord.z = dot( cSpotlightProj3, float4(worldPos, 1) );
+ o.spotTexCoord.w = dot( cSpotlightProj4, float4(worldPos, 1) );
+
+ // Compute vector to light
+ float3 vWorldPosToLightVector = cLightPosition.xyz - worldPos;
+
+ float3 vDistAtten = float3(1, 1, 1);
+ vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector ); // distsquared
+ vDistAtten.y = rsqrt( vDistAtten.z ); // 1 / dist
+
+ float flDist = vDistAtten.z * vDistAtten.y; // dist
+ vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared
+
+ float fFarZ = cFlashlighAtten.w;
+
+ float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ );
+ o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz );
+
+ o.vertAtten *= dot( normalize( vWorldPosToLightVector ), worldNormal );
+
+ o.irisTexCoord.x = dot( cIrisProjectionU, float4(worldPos, 1) );
+ o.irisTexCoord.y = dot( cIrisProjectionV, float4(worldPos, 1) );
+
+ return o;
+} \ No newline at end of file