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diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_vs20.fxc b/materialsystem/stdshaders/flesh_interior_blended_pass_vs20.fxc
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+//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
+
+// STATIC: "HALFLAMBERT" "0..1"
+// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
+
+// 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..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]
+
+// Includes
+#include "common_vs_fxc.h"
+
+// Globals
+static const int g_iFogType = DOWATERFOG;
+static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
+static const bool g_bSkinning = SKINNING ? true : false;
+
+const float4 g_vConst0 : register( SHADER_SPECIFIC_CONST_0 );
+#define g_flTime g_vConst0.x
+#define g_flNoiseUvScroll g_vConst0.y
+#define g_flBorderNoiseScale g_vConst0.z
+#define g_flDebugForceFleshOn g_vConst0.w
+
+const float4 g_vEffectCenterOoRadius1 : register( SHADER_SPECIFIC_CONST_1 ); //= { -295.0f, -5.0f, 40.0f, 1.0f/20.0f };
+const float4 g_vEffectCenterOoRadius2 : register( SHADER_SPECIFIC_CONST_2 ); //= { -295.0f, 15.0f, 40.0f, 1.0f/10.0f };
+const float4 g_vEffectCenterOoRadius3 : register( SHADER_SPECIFIC_CONST_3 ); //= { -295.0f, 35.0f, 40.0f, 1.0f/10.0f };
+const float4 g_vEffectCenterOoRadius4 : register( SHADER_SPECIFIC_CONST_4 ); //= { -295.0f, 55.0f, 40.0f, 1.0f/10.0f };
+
+// Structs
+struct VS_INPUT
+{
+ float4 vPos : POSITION; // Position
+ float4 vNormal : NORMAL; // Normal
+ float4 vBoneWeights : BLENDWEIGHT; // Skin weights
+ float4 vBoneIndices : BLENDINDICES; // Skin indices
+ float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
+ float3 vPosFlex : POSITION1; // Delta positions for flexing
+ float4 vTangent : TANGENT;
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPosition : POSITION; // Projection-space position
+ float2 vTexCoord0 : TEXCOORD0;
+ float2 flDistanceToEffectCenter_flFresnelEffect : TEXCOORD1;
+ float4 vNoiseTexCoord : TEXCOORD2;
+ float3 vTangentViewVector : TEXCOORD3;
+ float3 cVertexLight : TEXCOORD4;
+ float3x3 mTangentSpaceTranspose : TEXCOORD5;
+ // second row : TEXCOORD6;
+ // third row : TEXCOORD7;
+
+};
+
+// Main
+VS_OUTPUT main( const VS_INPUT i )
+{
+ VS_OUTPUT o;
+
+ // Flexes coming in from a separate stream (contribution masked by cFlexScale.x)
+ float4 vObjPosition = i.vPos;
+ vObjPosition.xyz += i.vPosFlex.xyz * cFlexScale.x;
+
+ float3 vObjNormal;
+ float4 vObjTangent;
+ DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent );
+
+ // Transform the position
+ float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
+ SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal, vObjTangent, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
+
+ // Transform into projection space
+ float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
+ o.vProjPosition = vProjPosition;
+
+ // Pass through tex coords
+ o.vTexCoord0.xy = i.vTexCoord0.xy;
+
+ // Store the closest effect intensity
+ o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance
+ o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius1.xyz ) * g_vEffectCenterOoRadius1.w );
+ o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius2.xyz ) * g_vEffectCenterOoRadius2.w );
+ o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius3.xyz ) * g_vEffectCenterOoRadius3.w );
+ o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius4.xyz ) * g_vEffectCenterOoRadius4.w );
+
+ /*
+ // Test values for development in Alyx_interior map
+ o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance
+ float3 vTestPosition = { -295.0f, -5.0f, 40.0f };
+ float flMinY = -5.0f;
+ float flMaxY = 66.0f;
+ vTestPosition.y = lerp( flMinY, flMaxY, ( abs( frac( g_flTime / 20.0f ) * 2.0 - 1.0 ) ) );
+ //vTestPosition.y = lerp( flMinY, flMaxY, 0.65f );
+
+ //1.0f - saturate( i.flDistanceToEffectCenter_flFresnelEffect.x * 4.0f - 3.0f )
+
+ //o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance
+
+ const float g_flInteriorRadius = 20.0f;
+ if ( g_flInteriorRadius )
+ {
+ o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - vTestPosition.xyz ) / g_flInteriorRadius );
+ }
+
+ const float g_flInteriorRadius2 = 14.0f;
+ if ( g_flInteriorRadius2 )
+ {
+ vTestPosition.y = lerp( flMinY, flMaxY, 0.65f );
+ //vTestPosition.z = lerp( 37, 45, ( abs( frac( g_flTime / 4.0f ) * 2.0 - 1.0 ) ) );
+ o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - vTestPosition.xyz ) / g_flInteriorRadius2 );
+ }
+ //*/
+
+ if ( g_flDebugForceFleshOn )
+ {
+ o.flDistanceToEffectCenter_flFresnelEffect.x = 0.0f;
+ }
+
+ // Fresnel mask
+ float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz );
+ o.flDistanceToEffectCenter_flFresnelEffect.y = pow( saturate( dot( -vWorldViewVector.xyz, vWorldNormal.xyz ) ), 1.5f );
+
+ // Noise UV
+ o.vNoiseTexCoord.xy = o.vTexCoord0.xy * g_flBorderNoiseScale + g_flNoiseUvScroll;
+ o.vNoiseTexCoord.zw = o.vTexCoord0.xy * g_flBorderNoiseScale - g_flNoiseUvScroll; // Will fetch as wz to avoid matching layers
+
+ // Tangent view vector
+ o.vTangentViewVector.xyz = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz );
+
+ // Compute vertex lighting
+ bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
+ bool bStaticLight = STATIC_LIGHT ? true : false;
+
+#if ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 )
+ o.cVertexLight.rgb = DoLighting( vWorldPosition, vWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert );
+#else
+ o.cVertexLight.rgb = DoLightingUnrolled( vWorldPosition, vWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
+#endif
+
+ // Tangent space transform
+ o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x );
+ o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y );
+ o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z );
+
+ return o;
+}