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diff --git a/materialsystem/stdshaders/teeth_flashlight_vs20.fxc b/materialsystem/stdshaders/teeth_flashlight_vs20.fxc
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+//======= Copyright � 1996-2007, Valve Corporation, All rights reserved. ======
+
+// STATIC: "INTRO" "0..1"
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+// DYNAMIC: "MORPHING" "0..1" [vs30]
+
+#include "vortwarp_vs20_helper.h"
+
+static const int g_FogType = DOWATERFOG;
+static const bool g_bSkinning = SKINNING ? true : false;
+
+const float4 cFlashlightPosition : 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 cTeethLighting : register( SHADER_SPECIFIC_CONST_8 );
+#if INTRO
+const float4 const4 : register( SHADER_SPECIFIC_CONST_9 );
+#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;
+
+ // 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; // Base texture coordinates
+ float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates
+ float3 vertAtten : TEXCOORD2; // Distance/spot attenuation
+ float4 vProjPos : TEXCOORD3; // Projective space position
+ float3 worldPos : TEXCOORD4; // Necessary for pixel fog
+};
+
+
+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
+
+ // Normalize the flexed normal
+ vNormal.xyz = normalize( vNormal.xyz );
+
+ // Transform the position
+ float3 worldPos, worldNormal;
+ SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
+
+#if INTRO
+ float3 dummy = float3( 0.0f, 0.0f, 0.0f );
+ WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, dummy, dummy );
+#endif
+
+ // Transform into projection space
+ o.projPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.worldPos = worldPos.xyz;
+ o.vProjPos = o.projPos;
+#if !defined( _X360 )
+ // Set fixed-function fog factor
+ o.fog = CalcFog( worldPos, o.projPos, g_FogType );
+#endif
+ // 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 = cFlashlightPosition.xyz - worldPos;
+
+ float3 vDistAtten = float3(1, 1, 1);
+ vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector );
+ vDistAtten.y = rsqrt( vDistAtten.z );
+
+ float flDist = vDistAtten.z * vDistAtten.y; // Distance to light
+ vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared
+
+ float fFarZ = cFlashlighAtten.w;
+
+ float NdotL = saturate( dot( worldNormal, normalize( vWorldPosToLightVector ) ) );
+
+ float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ );
+ o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz );
+
+ // Final attenuation from flashlight only...
+ float linearAtten = NdotL * dot( vDistAtten, cFlashlighAtten.xyz ) * endFalloffFactor;
+
+ // Forward vector
+ float3 vForward = cTeethLighting.xyz;
+ float fIllumFactor = cTeethLighting.w;
+
+ // Modulate flashlight by mouth darkening
+ o.vertAtten = linearAtten * fIllumFactor * saturate( dot( worldNormal, vForward ) );
+
+ o.baseTexCoord = v.vTexCoord0;
+
+ return o;
+}
+
+