diff options
| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/teeth_vs20.fxc | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/teeth_vs20.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/teeth_vs20.fxc | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/teeth_vs20.fxc b/mp/src/materialsystem/stdshaders/teeth_vs20.fxc new file mode 100644 index 00000000..9a9ab045 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/teeth_vs20.fxc @@ -0,0 +1,127 @@ +//======= 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; +} + + |