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+//======= 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: "DYNAMIC_LIGHT" "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;
+
+ // 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;
+ float3 vertAtten : TEXCOORD1;
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
+ bool bStaticLight = STATIC_LIGHT ? true : false;
+
+ 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
+ float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.projPos = vProjPos;
+ vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
+
+ o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
+#if !defined( _X360 )
+ // Set fixed-function fog factor
+ o.fog = CalcFog( worldPos, vProjPos, g_FogType );
+#endif
+
+ // Compute lighting
+#if ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 )
+ float3 linearColor = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, false );
+#else
+ float3 linearColor = DoLightingUnrolled( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, false, NUM_LIGHTS );
+#endif
+
+ // Forward vector
+ float3 vForward = cTeethLighting.xyz;
+ float fIllumFactor = cTeethLighting.w;
+
+ // Darken by forward dot normal and illumination factor
+ linearColor *= fIllumFactor * saturate( dot( worldNormal, vForward ) );
+
+ o.vertAtten = linearColor;
+ o.baseTexCoord = v.vTexCoord0;
+
+ return o;
+}
+
+