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Diffstat (limited to 'materialsystem/stdshaders/vertexlit_and_unlit_generic_bump_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/vertexlit_and_unlit_generic_bump_vs20.fxc | 198 |
1 files changed, 198 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/vertexlit_and_unlit_generic_bump_vs20.fxc b/materialsystem/stdshaders/vertexlit_and_unlit_generic_bump_vs20.fxc new file mode 100644 index 0000000..06afd95 --- /dev/null +++ b/materialsystem/stdshaders/vertexlit_and_unlit_generic_bump_vs20.fxc @@ -0,0 +1,198 @@ +//======= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ====== +// STATIC: "HALFLAMBERT" "0..1" +// STATIC: "USE_WITH_2B" "0..1" +// STATIC: "DECAL" "0..1" [vs30] +// STATIC: "FLASHLIGHT" "0..1" [XBOX] +// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] + +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "DOWATERFOG" "0..1" +// DYNAMIC: "SKINNING" "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 "common_vs_fxc.h" + +static const bool g_bSkinning = SKINNING ? true : false; +static const int g_FogType = DOWATERFOG; + +const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1 +const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5 +const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9 + +#ifdef SHADER_MODEL_VS_3_0 +// NOTE: cMorphTargetTextureDim.xy = target dimensions, +// cMorphTargetTextureDim.z = 4tuples/morph +const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 ); +const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 ); + +sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); +#endif + + +//----------------------------------------------------------------------------- +// Input vertex format +//----------------------------------------------------------------------------- +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; + float4 vColor : COLOR0; + float3 vSpecular : COLOR1; + // make these float2's and stick the [n n 0 1] in the dot math. + float4 vTexCoord0 : TEXCOORD0; + float4 vTexCoord1 : TEXCOORD1; + float4 vTexCoord2 : TEXCOORD2; + float4 vTexCoord3 : TEXCOORD3; + float3 vTangentS : TANGENT; + float3 vTangentT : BINORMAL; + float4 vUserData : TANGENT; + + // Position and normal/tangent deltas + float3 vPosFlex : POSITION1; + float3 vNormalFlex : NORMAL1; +#ifdef SHADER_MODEL_VS_3_0 + float vVertexID : POSITION2; +#endif +}; + + +//----------------------------------------------------------------------------- +// Output vertex format +//----------------------------------------------------------------------------- +struct VS_OUTPUT +{ + // Stuff that isn't seen by the pixel shader + float4 projPos : POSITION; +#if !defined( _X360 ) + float fog : FOG; +#endif + // Stuff that is seen by the pixel shader + + float4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0; + float3 lightAtten : TEXCOORD1; + float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2; + float3 vWorldNormal : TEXCOORD3; // World-space normal + float4 vWorldTangent : TEXCOORD4; +#if USE_WITH_2B + float4 vProjPos : TEXCOORD5; +#else + float3 vWorldBinormal : TEXCOORD5; +#endif + float4 worldPos_projPosZ : TEXCOORD6; + float3 detailTexCoord_atten3 : TEXCOORD7; + float4 fogFactorW : COLOR1; + +#if defined( _X360 ) && FLASHLIGHT + float4 flashlightSpacePos : TEXCOORD8; +#endif +}; + + +//----------------------------------------------------------------------------- +// Main shader entry point +//----------------------------------------------------------------------------- +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, v.vTexCoord2, 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 ); + + // 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 ); + +#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL + // Avoid z precision errors + worldPos += worldNormal * 0.05f * v.vTexCoord2.z; +#endif + + o.vWorldNormal.xyz = worldNormal.xyz; + o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w + + // Transform into projection space + float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + o.projPos = vProjPos; + vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); + +#if USE_WITH_2B + o.vProjPos = vProjPos; +#else + o.vWorldBinormal.xyz = worldTangentT.xyz; +#endif + + o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); +#if !defined( _X360 ) + o.fog = o.fogFactorW; +#endif + + // Needed for water fog alpha and diffuse lighting + // FIXME: we shouldn't have to compute this all the time. + o.worldPos_projPosZ = float4( worldPos, vProjPos.z ); + + // Needed for cubemapping + parallax mapping + // FIXME: We shouldn't have to compute this all the time. + //o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos); + o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = normalize( cEyePos.xyz - worldPos.xyz ); + +#if defined( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW ) + o.lightAtten.xyz = float3(0,0,0); + o.detailTexCoord_atten3.z = 0.0f; + #if ( NUM_LIGHTS > 0 ) + o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false ); + #endif + #if ( NUM_LIGHTS > 1 ) + o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false ); + #endif + #if ( NUM_LIGHTS > 2 ) + o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false ); + #endif + #if ( NUM_LIGHTS > 3 ) + o.detailTexCoord_atten3.z = GetVertexAttenForLight( worldPos, 3, false ); + #endif +#else + // Scalar light attenuation + o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true ); + o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true ); + o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true ); + o.detailTexCoord_atten3.z = GetVertexAttenForLight( worldPos, 3, true ); +#endif + + // Base texture coordinate transform + o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); + o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); + + // Detail texture coordinate transform + o.detailTexCoord_atten3.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] ); + o.detailTexCoord_atten3.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] ); + +#if defined( _X360 ) && FLASHLIGHT + o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); +#endif + + return o; +} |