summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/cloak_vs20.fxc
blob: 12b44f44bccce51ef9d2ee6650a377a0eab62ca7 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: 
//
//=============================================================================

//  STATIC: "MODEL"						"0..1"
//  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;

#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
{
	float4 vPos						: POSITION;
	float4 vBoneWeights				: BLENDWEIGHT;
	float4 vBoneIndices				: BLENDINDICES;
	float4 vNormal					: NORMAL;
	float4 vBaseTexCoord			: TEXCOORD0;
	float4 vUserData				: TANGENT;

	// 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 vSetupProjPos			: POSITION;	
	float  fFog						: FOG;
	float2 vBaseTexCoord			: TEXCOORD0;
	float3x3 tangentSpaceTranspose	: TEXCOORD1;
	//	     second row				: TEXCOORD2;
	//	     third row				: TEXCOORD3;
	float3 worldPos					: TEXCOORD4;
	float3 projPos					: TEXCOORD5;
	float4 lightAtten				: TEXCOORD6;
	float3 vRefract					: 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 );

	// 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 );

	// Projected position
	float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
	o.vSetupProjPos = vProjPos;

	// Map projected position to the refraction texture
	float2 vRefractPos;
	vRefractPos.x = vProjPos.x;
	vRefractPos.y = -vProjPos.y; // invert Y
	vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;

#if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
	o.lightAtten = float4(0,0,0,0);
	#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.lightAtten.w = 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.lightAtten.w = GetVertexAttenForLight( worldPos, 3, true );
#endif

	// Compute fog based on the position
	float3 vWorldPos = mul( v.vPos, cModel[0] );
#if !defined( _X360 )
	o.fFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
#endif

	// World position
	o.worldPos = worldPos;

	// Refract position
	o.projPos = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);

	// Tranform bump coordinates
	o.vBaseTexCoord = v.vBaseTexCoord;

	// 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;
}