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Diffstat (limited to 'materialsystem/stdshaders/teeth_bump_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/teeth_bump_vs20.fxc | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/teeth_bump_vs20.fxc b/materialsystem/stdshaders/teeth_bump_vs20.fxc new file mode 100644 index 0000000..1dd834b --- /dev/null +++ b/materialsystem/stdshaders/teeth_bump_vs20.fxc @@ -0,0 +1,152 @@ +//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ====== + +// STATIC: "INTRO" "0..1" +// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] + +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "DOWATERFOG" "0..1" +// DYNAMIC: "SKINNING" "0..1" +// DYNAMIC: "STATIC_LIGHT" "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 "vortwarp_vs20_helper.h" + +static const int g_FogType = DOWATERFOG; +static const bool g_bSkinning = SKINNING ? true : false; + +const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_0 ); +#if INTRO +const float4 const4 : register( SHADER_SPECIFIC_CONST_1 ); +#define g_Time const4.w +#define modelOrigin const4.xyz +#endif + +#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 +{ + // This is all of the stuff that we ever use. + float4 vPos : POSITION; + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + float4 vNormal : NORMAL; + float2 vTexCoord0 : TEXCOORD0; + float4 vUserData : TANGENT; // Sign for cross product in w + + // 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; +#if !defined( _X360 ) + float fog : FOG; +#endif + float2 baseTexCoord : TEXCOORD0; + float4 worldVertToEyeVector_Darkening : TEXCOORD1; + float3x3 tangentSpaceTranspose : TEXCOORD2; + // second row : TEXCOORD3; + // third row : TEXCOORD4; + float4 worldPos_projPosZ : TEXCOORD5; + float2 lightAtten01 : TEXCOORD6; + float2 lightAtten23 : 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 ); + +#if INTRO + WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, worldTangentS, worldTangentT ); +#endif + + // 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 ); + + // Transform into projection space + float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + o.projPos = vProjPos; + vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); + + o.worldPos_projPosZ = float4( worldPos, vProjPos.z ); +#if !defined( _X360 ) + // Set fixed-function fog factor + o.fog = CalcFog( worldPos, vProjPos, g_FogType ); +#endif + // Needed for specular + o.worldVertToEyeVector_Darkening.xyz = cEyePos - worldPos; + + // Special darkening of lights for mouth open/close + o.worldVertToEyeVector_Darkening.w = cTeethLighting.w * saturate( dot( worldNormal, cTeethLighting.xyz ) );; + + // Scalar light attenuation (mouth darkening applied in pixel shader) +#if defined( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW ) + o.lightAtten01.xy = float2(0,0); + o.lightAtten23.xy = float2(0,0); + #if ( NUM_LIGHTS > 0 ) + o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, false ); + #endif + #if ( NUM_LIGHTS > 1 ) + o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, false ); + #endif + #if ( NUM_LIGHTS > 2 ) + o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, false ); + #endif + #if ( NUM_LIGHTS > 3 ) + o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, false ); + #endif +#else + o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, true ); + o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, true ); + o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, true ); + o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, true ); +#endif + + o.baseTexCoord = v.vTexCoord0; + + // 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; +} + + |