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diff --git a/materialsystem/stdshaders/vertexlit_and_unlit_generic_vs20.fxc b/materialsystem/stdshaders/vertexlit_and_unlit_generic_vs20.fxc
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+//======= Copyright � 1996-2007, Valve Corporation, All rights reserved. ======
+
+// STATIC: "VERTEXCOLOR" "0..1"
+// STATIC: "CUBEMAP" "0..1"
+// STATIC: "HALFLAMBERT" "0..1"
+// STATIC: "FLASHLIGHT" "0..1"
+// STATIC: "SEAMLESS_BASE" "0..1"
+// STATIC: "SEAMLESS_DETAIL" "0..1"
+// STATIC: "SEPARATE_DETAIL_UVS" "0..1"
+// STATIC: "DECAL" "0..1" [vs30]
+// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
+// STATIC: "DONT_GAMMA_CONVERT_VERTEX_COLOR" "0..1"
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
+// DYNAMIC: "STATIC_LIGHT_VERTEX" "0..1"
+// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+// DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC]
+// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
+// 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 && ( $NUM_LIGHTS > 0 ) [vs20]
+// SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL)
+// SKIP: ($DONT_GAMMA_CONVERT_VERTEX_COLOR && ( ! $VERTEXCOLOR ) )
+#include "common_vs_fxc.h"
+
+static const bool g_bSkinning = SKINNING ? true : false;
+static const int g_FogType = DOWATERFOG;
+static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
+static const bool g_bCubemap = CUBEMAP ? true : false;
+static const bool g_bFlashlight = FLASHLIGHT ? true : false;
+static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
+#if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL)
+static const bool g_bDecalOffset = true;
+#else
+static const bool g_bDecalOffset = false;
+#endif
+
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
+#if SEAMLESS_DETAIL || SEAMLESS_BASE
+const float cSeamlessScale : register( SHADER_SPECIFIC_CONST_2);
+#define SEAMLESS_SCALE cSeamlessScale.x
+#endif
+
+const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
+
+#if defined ( _X360 )
+const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9
+#endif
+
+#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
+
+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;
+
+ // 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; // Projection-space position
+#if !defined( _X360 )
+ float fog : FOG;
+#endif
+
+#if SEAMLESS_BASE
+ HALF3 SeamlessTexCoord : TEXCOORD0; // Base texture x/y/z (indexed by swizzle)
+#else
+ HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
+#endif
+#if SEAMLESS_DETAIL
+ HALF3 SeamlessDetailTexCoord : TEXCOORD1; // Detail texture coordinate
+#else
+ HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
+#endif
+ float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
+
+#if CUBEMAP || _X360
+ float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps
+#endif
+
+ float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
+
+#if defined ( _X360 ) && FLASHLIGHT
+ float4 flashlightSpacePos : TEXCOORD5;
+#endif
+
+ float4 vProjPos : TEXCOORD6;
+ float4 worldPos_ProjPosZ : TEXCOORD7;
+ float4 fogFactorW : COLOR1;
+#if SEAMLESS_DETAIL || SEAMLESS_BASE
+ float3 SeamlessWeights : COLOR0; // x y z projection weights
+#endif
+
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
+ bool bStaticLight = STATIC_LIGHT_VERTEX ? true : false;
+ bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight);
+
+ float4 vPosition = v.vPos;
+ float3 vNormal = 0;
+ if ( bDoLighting || FLASHLIGHT || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP )
+ {
+ // The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
+ DecompressVertex_Normal( v.vNormal, vNormal );
+ }
+
+#if SEAMLESS_BASE || SEAMLESS_DETAIL
+ // compute blend weights in rgb
+ float3 NNormal=normalize( vNormal );
+ o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1.
+#endif
+
+#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
+ ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
+#else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
+ v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal );
+#endif
+
+ // Perform skinning
+ float3 worldNormal, worldPos;
+ SkinPositionAndNormal(
+ g_bSkinning,
+ vPosition, vNormal,
+ v.vBoneWeights, v.vBoneIndices,
+ worldPos, worldNormal );
+
+ if ( !g_bVertexColor )
+ {
+ worldNormal = normalize( worldNormal );
+ }
+
+#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL
+ // Avoid z precision errors
+ worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
+#endif
+
+ o.worldSpaceNormal = worldNormal;
+
+ // Transform into projection space
+ float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.projPos = vProjPos;
+ vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
+
+ o.vProjPos = vProjPos;
+ o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType );
+#if !defined( _X360 )
+ o.fog = o.fogFactorW.w;
+#endif
+ o.worldPos_ProjPosZ.xyz = worldPos.xyz;
+ o.worldPos_ProjPosZ.w = vProjPos.z;
+
+ // Needed for cubemaps
+#if CUBEMAP
+ o.worldVertToEyeVector.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
+#endif
+
+#if !defined (_X360) && FLASHLIGHT
+ o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
+#else
+ if ( g_bVertexColor )
+ {
+ // Assume that this is unlitgeneric if you are using vertex color.
+ o.color.rgb = ( DONT_GAMMA_CONVERT_VERTEX_COLOR ) ? v.vColor.rgb : GammaToLinear( v.vColor.rgb );
+ o.color.a = v.vColor.a;
+ }
+ else
+ {
+ #if ( ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) )
+ {
+ o.color.xyz = DoLighting( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert );
+ }
+ #else
+ {
+ o.color.xyz = DoLightingUnrolled( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
+ }
+ #endif
+ }
+#endif
+
+
+#if SEAMLESS_BASE
+ o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * v.vPos.xyz;
+#else
+ // Base texture coordinates
+ o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
+ o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
+#endif
+
+#if SEAMLESS_DETAIL
+ // FIXME: detail texcoord as a 2d xform doesn't make much sense here, so I just do enough so
+ // that scale works. More smartness could allow 3d xform.
+ o.SeamlessDetailTexCoord.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz;
+#else
+ // Detail texture coordinates
+ // FIXME: This shouldn't have to be computed all the time.
+ o.detailTexCoord.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
+ o.detailTexCoord.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
+#endif
+
+#if SEPARATE_DETAIL_UVS
+ o.detailTexCoord.xy = v.vTexCoord1.xy;
+#endif
+
+#if LIGHTING_PREVIEW
+ float dot=0.5+0.5*worldNormal*float3(0.7071,0.7071,0);
+ o.color.xyz=float3(dot,dot,dot);
+#endif
+
+#if defined ( _X360 ) && FLASHLIGHT
+ o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
+#endif
+
+ return o;
+}
+
+