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Diffstat (limited to 'materialsystem/stdshaders/flesh_interior_blended_pass_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/flesh_interior_blended_pass_vs20.fxc | 155 |
1 files changed, 155 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_vs20.fxc b/materialsystem/stdshaders/flesh_interior_blended_pass_vs20.fxc new file mode 100644 index 0000000..2a361b0 --- /dev/null +++ b/materialsystem/stdshaders/flesh_interior_blended_pass_vs20.fxc @@ -0,0 +1,155 @@ +//========= 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; +} |