diff options
| author | Narendra Umate <[email protected]> | 2013-12-08 01:27:41 -0800 |
|---|---|---|
| committer | Narendra Umate <[email protected]> | 2013-12-08 01:27:41 -0800 |
| commit | 4fa56874ba1557274c10077bf8386ece4c61dbd6 (patch) | |
| tree | e2d336604e960b548e996d2e7dcfc5a1e1401b9e /mp/src/materialsystem | |
| parent | Added DS_Store to .gitignore. (diff) | |
| parent | Make libSDL2.so/dylib into symlinks. (diff) | |
| download | source-sdk-2013-4fa56874ba1557274c10077bf8386ece4c61dbd6.tar.xz source-sdk-2013-4fa56874ba1557274c10077bf8386ece4c61dbd6.zip | |
Merge remote-tracking branch 'upstream/master'
Reverted .gitattributes xcode_ccache_wrapper change. Fixed line endings
for .gitignore and .gitattributes.
Diffstat (limited to 'mp/src/materialsystem')
21 files changed, 2640 insertions, 2640 deletions
diff --git a/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc b/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc index 82a386ae..1bad205e 100644 --- a/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc +++ b/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc @@ -1,21 +1,21 @@ -// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
-// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
-
-#define HDRTYPE HDR_TYPE_NONE
-#include "common_ps_fxc.h"
-
-sampler FBSampler : register( s0 );
-sampler BlurSampler : register( s1 );
-
-struct PS_INPUT
-{
- float2 texCoord : TEXCOORD0;
-};
-
-float4 main( PS_INPUT i ) : COLOR
-{
- float4 fbSample = tex2D( FBSampler, i.texCoord );
- float4 blurSample = tex2D( BlurSampler, i.texCoord );
-
- return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] + +#define HDRTYPE HDR_TYPE_NONE +#include "common_ps_fxc.h" + +sampler FBSampler : register( s0 ); +sampler BlurSampler : register( s1 ); + +struct PS_INPUT +{ + float2 texCoord : TEXCOORD0; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 fbSample = tex2D( FBSampler, i.texCoord ); + float4 blurSample = tex2D( BlurSampler, i.texCoord ); + + return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }
\ No newline at end of file diff --git a/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc index 2f573009..745c92f1 100644 --- a/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc +++ b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc @@ -1,18 +1,18 @@ -//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
-#define CONVERT_TO_SRGB 0
-
-#include "common_ps_fxc.h"
-
-sampler TexSampler : register( s0 );
-
-struct PS_INPUT
-{
- HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
-};
-
-float4 main( PS_INPUT i ) : COLOR
-{
- float4 result = tex2D( TexSampler, i.baseTexCoord );
- result.a = 1.0f;
- return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
-}
+//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ====== +#define CONVERT_TO_SRGB 0 + +#include "common_ps_fxc.h" + +sampler TexSampler : register( s0 ); + +struct PS_INPUT +{ + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 result = tex2D( TexSampler, i.baseTexCoord ); + result.a = 1.0f; + return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} diff --git a/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc index 9faf9ecd..aa434b4e 100644 --- a/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc +++ b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc @@ -1,23 +1,23 @@ -//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
-#define CONVERT_TO_SRGB 0
-
-#include "common_ps_fxc.h"
-
-sampler TexSampler : register( s0 );
-
-struct PS_INPUT
-{
- HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
-
-#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
- float2 ZeroTexCoord : TEXCOORD1;
- float2 bloomTexCoord : TEXCOORD2;
-#endif
-};
-
-float4 main( PS_INPUT i ) : COLOR
-{
- float4 result = tex2D( TexSampler, i.baseTexCoord );
- result.a = 1.0f;
- return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
-}
+//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ====== +#define CONVERT_TO_SRGB 0 + +#include "common_ps_fxc.h" + +sampler TexSampler : register( s0 ); + +struct PS_INPUT +{ + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate + +#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches + float2 ZeroTexCoord : TEXCOORD1; + float2 bloomTexCoord : TEXCOORD2; +#endif +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 result = tex2D( TexSampler, i.baseTexCoord ); + result.a = 1.0f; + return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); +} diff --git a/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc b/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc index eec88ba2..96cb8990 100644 --- a/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc +++ b/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc @@ -1,47 +1,47 @@ -//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
-
-// STATIC: "X360APPCHOOSER" "0..1" [= 0]
-
-#include "common_vs_fxc.h"
-
-struct VS_INPUT
-{
- float3 vPos : POSITION;
- float2 vBaseTexCoord : TEXCOORD0;
-
- #if X360APPCHOOSER
- float4 vColor : COLOR0;
- #endif
-};
-
-struct VS_OUTPUT
-{
- float4 projPos : POSITION;
- float2 baseTexCoord : TEXCOORD0;
- float2 ZeroTexCoord : TEXCOORD1;
- float2 bloomTexCoord : TEXCOORD2;
-
- #if X360APPCHOOSER
- float4 vColor : TEXCOORD3;
- #endif
-};
-
-float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0);
-
-VS_OUTPUT main( const VS_INPUT v )
-{
- VS_OUTPUT o = ( VS_OUTPUT )0;
-
- o.projPos = float4( v.vPos, 1.0f );
- o.baseTexCoord = v.vBaseTexCoord;
- o.ZeroTexCoord=float2(0,0);
- o.bloomTexCoord.x=v.vBaseTexCoord.x+Texel_Sizes.z;
- o.bloomTexCoord.y=v.vBaseTexCoord.y+Texel_Sizes.w;
-
- #if X360APPCHOOSER
- o.vColor.rgba = v.vColor.rgba;
- o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj );
- #endif
-
- return o;
-}
+//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============// + +// STATIC: "X360APPCHOOSER" "0..1" [= 0] + +#include "common_vs_fxc.h" + +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vBaseTexCoord : TEXCOORD0; + + #if X360APPCHOOSER + float4 vColor : COLOR0; + #endif +}; + +struct VS_OUTPUT +{ + float4 projPos : POSITION; + float2 baseTexCoord : TEXCOORD0; + float2 ZeroTexCoord : TEXCOORD1; + float2 bloomTexCoord : TEXCOORD2; + + #if X360APPCHOOSER + float4 vColor : TEXCOORD3; + #endif +}; + +float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0); + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + o.projPos = float4( v.vPos, 1.0f ); + o.baseTexCoord = v.vBaseTexCoord; + o.ZeroTexCoord=float2(0,0); + o.bloomTexCoord.x=v.vBaseTexCoord.x+Texel_Sizes.z; + o.bloomTexCoord.y=v.vBaseTexCoord.y+Texel_Sizes.w; + + #if X360APPCHOOSER + o.vColor.rgba = v.vColor.rgba; + o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj ); + #endif + + return o; +} diff --git a/mp/src/materialsystem/stdshaders/buildhl2mpshaders.bat b/mp/src/materialsystem/stdshaders/buildhl2mpshaders.bat index 58b0cd26..902292d3 100644..100755 --- a/mp/src/materialsystem/stdshaders/buildhl2mpshaders.bat +++ b/mp/src/materialsystem/stdshaders/buildhl2mpshaders.bat @@ -1,21 +1,21 @@ -@echo off
-setlocal
-
-rem ================================
-rem ==== MOD PATH CONFIGURATIONS ===
-
-rem == Set the absolute path to your mod's game directory here ==
-set GAMEDIR=%cd%\..\..\..\game\mod_hl2mp
-
-rem == Set the relative or absolute path to Source SDK Base 2013 Singleplayer\bin ==
-set SDKBINDIR=C:\SteamBetaLibrary\SteamApps\common\Source SDK Base 2013 Singleplayer\bin
-
-rem == Set the Path to your mod's root source code ==
-rem This should already be correct, accepts relative paths only!
-set SOURCEDIR=..\..
-
-rem ==== MOD PATH CONFIGURATIONS END ===
-rem ====================================
-
-
-call buildsdkshaders.bat
+@echo off +setlocal + +rem ================================ +rem ==== MOD PATH CONFIGURATIONS === + +rem == Set the absolute path to your mod's game directory here == +set GAMEDIR=%cd%\..\..\..\game\mod_hl2mp + +rem == Set the relative or absolute path to Source SDK Base 2013 Singleplayer\bin == +set SDKBINDIR=C:\SteamBetaLibrary\SteamApps\common\Source SDK Base 2013 Singleplayer\bin + +rem == Set the Path to your mod's root source code == +rem This should already be correct, accepts relative paths only! +set SOURCEDIR=..\.. + +rem ==== MOD PATH CONFIGURATIONS END === +rem ==================================== + + +call buildsdkshaders.bat diff --git a/mp/src/materialsystem/stdshaders/buildsdkshaders.bat b/mp/src/materialsystem/stdshaders/buildsdkshaders.bat index eeaa5b8c..22624938 100644..100755 --- a/mp/src/materialsystem/stdshaders/buildsdkshaders.bat +++ b/mp/src/materialsystem/stdshaders/buildsdkshaders.bat @@ -1,40 +1,40 @@ -@echo off
-setlocal
-
-rem Use dynamic shaders to build .inc files only
-rem set dynamic_shaders=1
-rem == Setup path to nmake.exe, from vc 2005 common tools directory ==
-call "%VS100COMNTOOLS%vsvars32.bat"
-
-
-set TTEXE=..\..\devtools\bin\timeprecise.exe
-if not exist %TTEXE% goto no_ttexe
-goto no_ttexe_end
-
-:no_ttexe
-set TTEXE=time /t
-:no_ttexe_end
-
-
-rem echo.
-rem echo ~~~~~~ buildsdkshaders %* ~~~~~~
-%TTEXE% -cur-Q
-set tt_all_start=%ERRORLEVEL%
-set tt_all_chkpt=%tt_start%
-
-set BUILD_SHADER=call buildshaders.bat
-set ARG_EXTRA=
-
-%BUILD_SHADER% stdshader_dx9_20b -game %GAMEDIR% -source %SOURCEDIR%
-%BUILD_SHADER% stdshader_dx9_30 -game %GAMEDIR% -source %SOURCEDIR% -dx9_30 -force30
-
-
-rem echo.
-if not "%dynamic_shaders%" == "1" (
- rem echo Finished full buildallshaders %*
-) else (
- rem echo Finished dynamic buildallshaders %*
-)
-
-rem %TTEXE% -diff %tt_all_start% -cur
-rem echo.
+@echo off +setlocal + +rem Use dynamic shaders to build .inc files only +rem set dynamic_shaders=1 +rem == Setup path to nmake.exe, from vc 2005 common tools directory == +call "%VS100COMNTOOLS%vsvars32.bat" + + +set TTEXE=..\..\devtools\bin\timeprecise.exe +if not exist %TTEXE% goto no_ttexe +goto no_ttexe_end + +:no_ttexe +set TTEXE=time /t +:no_ttexe_end + + +rem echo. +rem echo ~~~~~~ buildsdkshaders %* ~~~~~~ +%TTEXE% -cur-Q +set tt_all_start=%ERRORLEVEL% +set tt_all_chkpt=%tt_start% + +set BUILD_SHADER=call buildshaders.bat +set ARG_EXTRA= + +%BUILD_SHADER% stdshader_dx9_20b -game %GAMEDIR% -source %SOURCEDIR% +%BUILD_SHADER% stdshader_dx9_30 -game %GAMEDIR% -source %SOURCEDIR% -dx9_30 -force30 + + +rem echo. +if not "%dynamic_shaders%" == "1" ( + rem echo Finished full buildallshaders %* +) else ( + rem echo Finished dynamic buildallshaders %* +) + +rem %TTEXE% -diff %tt_all_start% -cur +rem echo. diff --git a/mp/src/materialsystem/stdshaders/buildshaders.bat b/mp/src/materialsystem/stdshaders/buildshaders.bat index 64859912..ad9b1852 100644..100755 --- a/mp/src/materialsystem/stdshaders/buildshaders.bat +++ b/mp/src/materialsystem/stdshaders/buildshaders.bat @@ -1,209 +1,209 @@ -@echo off
-
-set TTEXE=..\..\devtools\bin\timeprecise.exe
-if not exist %TTEXE% goto no_ttexe
-goto no_ttexe_end
-
-:no_ttexe
-set TTEXE=time /t
-:no_ttexe_end
-
-echo.
-echo ==================== buildshaders %* ==================
-%TTEXE% -cur-Q
-set tt_start=%ERRORLEVEL%
-set tt_chkpt=%tt_start%
-
-
-REM ****************
-REM usage: buildshaders <shaderProjectName>
-REM ****************
-
-setlocal
-set arg_filename=%1
-set shadercompilecommand=shadercompile.exe
-set targetdir=shaders
-set SrcDirBase=..\..
-set shaderDir=shaders
-set SDKArgs=
-set SHADERINCPATH=vshtmp9/... fxctmp9/...
-
-
-if "%1" == "" goto usage
-set inputbase=%1
-
-set DIRECTX_SDK_VER=pc09.00
-set DIRECTX_SDK_BIN_DIR=dx9sdk\utilities
-
-if /i "%6" == "-dx9_30" goto dx_sdk_dx9_30
-goto dx_sdk_end
-:dx_sdk_dx9_30
- set DIRECTX_SDK_VER=pc09.30
- set DIRECTX_SDK_BIN_DIR=dx10sdk\utilities\dx9_30
- goto dx_sdk_end
-:dx_sdk_end
-
-if /i "%7" == "-force30" goto set_force30_arg
-goto set_force_end
-:set_force30_arg
- set DIRECTX_FORCE_MODEL=30
- goto set_force_end
-:set_force_end
-
-if /i "%2" == "-game" goto set_mod_args
-goto build_shaders
-
-REM ****************
-REM USAGE
-REM ****************
-:usage
-echo.
-echo "usage: buildshaders <shaderProjectName> [-game] [gameDir if -game was specified] [-source sourceDir]"
-echo " gameDir is where gameinfo.txt is (where it will store the compiled shaders)."
-echo " sourceDir is where the source code is (where it will find scripts and compilers)."
-echo "ex : buildshaders myshaders"
-echo "ex : buildshaders myshaders -game c:\steam\steamapps\sourcemods\mymod -source c:\mymod\src"
-goto :end
-
-REM ****************
-REM MOD ARGS - look for -game or the vproject environment variable
-REM ****************
-:set_mod_args
-
-if not exist "%SDKBINDIR%\shadercompile.exe" goto NoShaderCompile
-set ChangeToDir=%SDKBINDIR%
-
-if /i "%4" NEQ "-source" goto NoSourceDirSpecified
-set SrcDirBase=%~5
-
-REM ** use the -game parameter to tell us where to put the files
-set targetdir=%~3\shaders
-set SDKArgs=-nompi -nop4 -game "%~3"
-
-if not exist "%~3\gameinfo.txt" goto InvalidGameDirectory
-goto build_shaders
-
-REM ****************
-REM ERRORS
-REM ****************
-:InvalidGameDirectory
-echo -
-echo Error: "%~3" is not a valid game directory.
-echo (The -game directory must have a gameinfo.txt file)
-echo -
-goto end
-
-:NoSourceDirSpecified
-echo ERROR: If you specify -game on the command line, you must specify -source.
-goto usage
-goto end
-
-:NoShaderCompile
-echo -
-echo - ERROR: shadercompile.exe doesn't exist in %SDKBINDIR%
-echo -
-goto end
-
-REM ****************
-REM BUILD SHADERS
-REM ****************
-:build_shaders
-
-rem echo --------------------------------
-rem echo %inputbase%
-rem echo --------------------------------
-REM make sure that target dirs exist
-REM files will be built in these targets and copied to their final destination
-if not exist %shaderDir% mkdir %shaderDir%
-if not exist %shaderDir%\fxc mkdir %shaderDir%\fxc
-if not exist %shaderDir%\vsh mkdir %shaderDir%\vsh
-if not exist %shaderDir%\psh mkdir %shaderDir%\psh
-REM Nuke some files that we will add to later.
-if exist filelist.txt del /f /q filelist.txt
-if exist filestocopy.txt del /f /q filestocopy.txt
-if exist filelistgen.txt del /f /q filelistgen.txt
-if exist inclist.txt del /f /q inclist.txt
-if exist vcslist.txt del /f /q vcslist.txt
-
-REM ****************
-REM Generate a makefile for the shader project
-REM ****************
-perl "%SrcDirBase%\devtools\bin\updateshaders.pl" -source "%SrcDirBase%" %inputbase%
-
-
-REM ****************
-REM Run the makefile, generating minimal work/build list for fxc files, go ahead and compile vsh and psh files.
-REM ****************
-rem nmake /S /C -f makefile.%inputbase% clean > clean.txt 2>&1
-echo Building inc files, asm vcs files, and VMPI worklist for %inputbase%...
-nmake /S /C -f makefile.%inputbase%
-
-REM ****************
-REM Copy the inc files to their target
-REM ****************
-if exist "inclist.txt" (
- echo Publishing shader inc files to target...
- perl %SrcDirBase%\devtools\bin\copyshaderincfiles.pl inclist.txt
-)
-
-REM ****************
-REM Add the executables to the worklist.
-REM ****************
-if /i "%DIRECTX_SDK_VER%" == "pc09.00" (
- rem echo "Copy extra files for dx 9 std
-)
-if /i "%DIRECTX_SDK_VER%" == "pc09.30" (
- echo %SrcDirBase%\devtools\bin\d3dx9_33.dll >> filestocopy.txt
-)
-
-echo %SrcDirBase%\%DIRECTX_SDK_BIN_DIR%\dx_proxy.dll >> filestocopy.txt
-
-echo %SDKBINDIR%\shadercompile.exe >> filestocopy.txt
-echo %SDKBINDIR%\shadercompile_dll.dll >> filestocopy.txt
-echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt
-echo %SDKBINDIR%\tier0.dll >> filestocopy.txt
-
-REM ****************
-REM Cull duplicate entries in work/build list
-REM ****************
-if exist filestocopy.txt type filestocopy.txt | perl "%SrcDirBase%\devtools\bin\uniqifylist.pl" > uniquefilestocopy.txt
-if exist filelistgen.txt if not "%dynamic_shaders%" == "1" (
- echo Generating action list...
- copy filelistgen.txt filelist.txt >nul
-)
-
-REM ****************
-REM Execute distributed process on work/build list
-REM ****************
-
-set shader_path_cd=%cd%
-if exist "filelist.txt" if exist "uniquefilestocopy.txt" if not "%dynamic_shaders%" == "1" (
- echo Running distributed shader compilation...
-
- cd /D %ChangeToDir%
- echo %shadercompilecommand% %SDKArgs% -shaderpath "%shader_path_cd:/=\%" -allowdebug
- %shadercompilecommand% %SDKArgs% -shaderpath "%shader_path_cd:/=\%" -allowdebug
- cd /D %shader_path_cd%
-)
-
-REM ****************
-REM PC Shader copy
-REM Publish the generated files to the output dir using XCOPY
-REM This batch file may have been invoked standalone or slaved (master does final smart mirror copy)
-REM ****************
-:DoXCopy
-if not "%dynamic_shaders%" == "1" (
-if not exist "%targetdir%" md "%targetdir%"
-if not "%targetdir%"=="%shaderDir%" xcopy %shaderDir%\*.* "%targetdir%" /e /y
-)
-goto end
-
-REM ****************
-REM END
-REM ****************
-:end
-
-
-%TTEXE% -diff %tt_start%
-echo.
-
+@echo off + +set TTEXE=..\..\devtools\bin\timeprecise.exe +if not exist %TTEXE% goto no_ttexe +goto no_ttexe_end + +:no_ttexe +set TTEXE=time /t +:no_ttexe_end + +echo. +echo ==================== buildshaders %* ================== +%TTEXE% -cur-Q +set tt_start=%ERRORLEVEL% +set tt_chkpt=%tt_start% + + +REM **************** +REM usage: buildshaders <shaderProjectName> +REM **************** + +setlocal +set arg_filename=%1 +set shadercompilecommand=shadercompile.exe +set targetdir=shaders +set SrcDirBase=..\.. +set shaderDir=shaders +set SDKArgs= +set SHADERINCPATH=vshtmp9/... fxctmp9/... + + +if "%1" == "" goto usage +set inputbase=%1 + +set DIRECTX_SDK_VER=pc09.00 +set DIRECTX_SDK_BIN_DIR=dx9sdk\utilities + +if /i "%6" == "-dx9_30" goto dx_sdk_dx9_30 +goto dx_sdk_end +:dx_sdk_dx9_30 + set DIRECTX_SDK_VER=pc09.30 + set DIRECTX_SDK_BIN_DIR=dx10sdk\utilities\dx9_30 + goto dx_sdk_end +:dx_sdk_end + +if /i "%7" == "-force30" goto set_force30_arg +goto set_force_end +:set_force30_arg + set DIRECTX_FORCE_MODEL=30 + goto set_force_end +:set_force_end + +if /i "%2" == "-game" goto set_mod_args +goto build_shaders + +REM **************** +REM USAGE +REM **************** +:usage +echo. +echo "usage: buildshaders <shaderProjectName> [-game] [gameDir if -game was specified] [-source sourceDir]" +echo " gameDir is where gameinfo.txt is (where it will store the compiled shaders)." +echo " sourceDir is where the source code is (where it will find scripts and compilers)." +echo "ex : buildshaders myshaders" +echo "ex : buildshaders myshaders -game c:\steam\steamapps\sourcemods\mymod -source c:\mymod\src" +goto :end + +REM **************** +REM MOD ARGS - look for -game or the vproject environment variable +REM **************** +:set_mod_args + +if not exist "%SDKBINDIR%\shadercompile.exe" goto NoShaderCompile +set ChangeToDir=%SDKBINDIR% + +if /i "%4" NEQ "-source" goto NoSourceDirSpecified +set SrcDirBase=%~5 + +REM ** use the -game parameter to tell us where to put the files +set targetdir=%~3\shaders +set SDKArgs=-nompi -nop4 -game "%~3" + +if not exist "%~3\gameinfo.txt" goto InvalidGameDirectory +goto build_shaders + +REM **************** +REM ERRORS +REM **************** +:InvalidGameDirectory +echo - +echo Error: "%~3" is not a valid game directory. +echo (The -game directory must have a gameinfo.txt file) +echo - +goto end + +:NoSourceDirSpecified +echo ERROR: If you specify -game on the command line, you must specify -source. +goto usage +goto end + +:NoShaderCompile +echo - +echo - ERROR: shadercompile.exe doesn't exist in %SDKBINDIR% +echo - +goto end + +REM **************** +REM BUILD SHADERS +REM **************** +:build_shaders + +rem echo -------------------------------- +rem echo %inputbase% +rem echo -------------------------------- +REM make sure that target dirs exist +REM files will be built in these targets and copied to their final destination +if not exist %shaderDir% mkdir %shaderDir% +if not exist %shaderDir%\fxc mkdir %shaderDir%\fxc +if not exist %shaderDir%\vsh mkdir %shaderDir%\vsh +if not exist %shaderDir%\psh mkdir %shaderDir%\psh +REM Nuke some files that we will add to later. +if exist filelist.txt del /f /q filelist.txt +if exist filestocopy.txt del /f /q filestocopy.txt +if exist filelistgen.txt del /f /q filelistgen.txt +if exist inclist.txt del /f /q inclist.txt +if exist vcslist.txt del /f /q vcslist.txt + +REM **************** +REM Generate a makefile for the shader project +REM **************** +perl "%SrcDirBase%\devtools\bin\updateshaders.pl" -source "%SrcDirBase%" %inputbase% + + +REM **************** +REM Run the makefile, generating minimal work/build list for fxc files, go ahead and compile vsh and psh files. +REM **************** +rem nmake /S /C -f makefile.%inputbase% clean > clean.txt 2>&1 +echo Building inc files, asm vcs files, and VMPI worklist for %inputbase%... +nmake /S /C -f makefile.%inputbase% + +REM **************** +REM Copy the inc files to their target +REM **************** +if exist "inclist.txt" ( + echo Publishing shader inc files to target... + perl %SrcDirBase%\devtools\bin\copyshaderincfiles.pl inclist.txt +) + +REM **************** +REM Add the executables to the worklist. +REM **************** +if /i "%DIRECTX_SDK_VER%" == "pc09.00" ( + rem echo "Copy extra files for dx 9 std +) +if /i "%DIRECTX_SDK_VER%" == "pc09.30" ( + echo %SrcDirBase%\devtools\bin\d3dx9_33.dll >> filestocopy.txt +) + +echo %SrcDirBase%\%DIRECTX_SDK_BIN_DIR%\dx_proxy.dll >> filestocopy.txt + +echo %SDKBINDIR%\shadercompile.exe >> filestocopy.txt +echo %SDKBINDIR%\shadercompile_dll.dll >> filestocopy.txt +echo %SDKBINDIR%\vstdlib.dll >> filestocopy.txt +echo %SDKBINDIR%\tier0.dll >> filestocopy.txt + +REM **************** +REM Cull duplicate entries in work/build list +REM **************** +if exist filestocopy.txt type filestocopy.txt | perl "%SrcDirBase%\devtools\bin\uniqifylist.pl" > uniquefilestocopy.txt +if exist filelistgen.txt if not "%dynamic_shaders%" == "1" ( + echo Generating action list... + copy filelistgen.txt filelist.txt >nul +) + +REM **************** +REM Execute distributed process on work/build list +REM **************** + +set shader_path_cd=%cd% +if exist "filelist.txt" if exist "uniquefilestocopy.txt" if not "%dynamic_shaders%" == "1" ( + echo Running distributed shader compilation... + + cd /D %ChangeToDir% + echo %shadercompilecommand% %SDKArgs% -shaderpath "%shader_path_cd:/=\%" -allowdebug + %shadercompilecommand% %SDKArgs% -shaderpath "%shader_path_cd:/=\%" -allowdebug + cd /D %shader_path_cd% +) + +REM **************** +REM PC Shader copy +REM Publish the generated files to the output dir using XCOPY +REM This batch file may have been invoked standalone or slaved (master does final smart mirror copy) +REM **************** +:DoXCopy +if not "%dynamic_shaders%" == "1" ( +if not exist "%targetdir%" md "%targetdir%" +if not "%targetdir%"=="%shaderDir%" xcopy %shaderDir%\*.* "%targetdir%" /e /y +) +goto end + +REM **************** +REM END +REM **************** +:end + + +%TTEXE% -diff %tt_start% +echo. + diff --git a/mp/src/materialsystem/stdshaders/clean.bat b/mp/src/materialsystem/stdshaders/clean.bat index eec63804..efcc57db 100644..100755 --- a/mp/src/materialsystem/stdshaders/clean.bat +++ b/mp/src/materialsystem/stdshaders/clean.bat @@ -1,33 +1,33 @@ -@echo off
-setlocal
-
-if /i "%1" == "-game" goto CleanGameDir
-
-rem Clean out hl2
-if exist ..\..\..\game\hl2\shaders rd /s /q ..\..\..\game\hl2\shaders
-goto CleanOtherStuff
-
-:CleanGameDir
-set __GameDir=%~2
-if not exist "%__GameDir%\gameinfo.txt" goto MissingGameInfo
-if exist "%__GameDir%\shaders" rd /s /q "%2\shaders"
-goto CleanOtherStuff
-
-:CleanOtherStuff
-if exist debug_dx9 rd /s /q debug_dx9
-
-if exist fxctmp9 rd /s /q fxctmp9
-if exist vshtmp9 rd /s /q vshtmp9
-if exist pshtmp9 rd /s /q pshtmp9
-if exist fxctmp9_tmp rd /s /q fxctmp9_tmp
-if exist vshtmp9_tmp rd /s /q vshtmp9_tmp
-if exist pshtmp9_tmp rd /s /q pshtmp9_tmp
-if exist shaders rd /s /q shaders
-goto end
-
-:MissingGameInfo
-echo Invalid -game parameter specified (no "%__GameDir%\gameinfo.txt" exists).
-goto end
-
-
+@echo off +setlocal + +if /i "%1" == "-game" goto CleanGameDir + +rem Clean out hl2 +if exist ..\..\..\game\hl2\shaders rd /s /q ..\..\..\game\hl2\shaders +goto CleanOtherStuff + +:CleanGameDir +set __GameDir=%~2 +if not exist "%__GameDir%\gameinfo.txt" goto MissingGameInfo +if exist "%__GameDir%\shaders" rd /s /q "%2\shaders" +goto CleanOtherStuff + +:CleanOtherStuff +if exist debug_dx9 rd /s /q debug_dx9 + +if exist fxctmp9 rd /s /q fxctmp9 +if exist vshtmp9 rd /s /q vshtmp9 +if exist pshtmp9 rd /s /q pshtmp9 +if exist fxctmp9_tmp rd /s /q fxctmp9_tmp +if exist vshtmp9_tmp rd /s /q vshtmp9_tmp +if exist pshtmp9_tmp rd /s /q pshtmp9_tmp +if exist shaders rd /s /q shaders +goto end + +:MissingGameInfo +echo Invalid -game parameter specified (no "%__GameDir%\gameinfo.txt" exists). +goto end + + :end
\ No newline at end of file diff --git a/mp/src/materialsystem/stdshaders/cleantemps.bat b/mp/src/materialsystem/stdshaders/cleantemps.bat index 51478ee4..7055aaf3 100644..100755 --- a/mp/src/materialsystem/stdshaders/cleantemps.bat +++ b/mp/src/materialsystem/stdshaders/cleantemps.bat @@ -1,12 +1,12 @@ -@echo off
-setlocal
-
-if exist fxctmp9_tmp rd /s /q fxctmp9_tmp
-if exist vshtmp9_tmp rd /s /q vshtmp9_tmp
-if exist pshtmp9_tmp rd /s /q pshtmp9_tmp
-
-if exist fxctmp9_360_tmp rd /s /q fxctmp9_360_tmp
-if exist vshtmp9_360_tmp rd /s /q vshtmp9_360_tmp
-if exist pshtmp9_360_tmp rd /s /q pshtmp9_360_tmp
-
-if exist shaders rd /s /q shaders
+@echo off +setlocal + +if exist fxctmp9_tmp rd /s /q fxctmp9_tmp +if exist vshtmp9_tmp rd /s /q vshtmp9_tmp +if exist pshtmp9_tmp rd /s /q pshtmp9_tmp + +if exist fxctmp9_360_tmp rd /s /q fxctmp9_360_tmp +if exist vshtmp9_360_tmp rd /s /q vshtmp9_360_tmp +if exist pshtmp9_360_tmp rd /s /q pshtmp9_360_tmp + +if exist shaders rd /s /q shaders diff --git a/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc b/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc index a7b35e44..29ed629a 100644 --- a/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc +++ b/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc @@ -1,92 +1,92 @@ -//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
-//
-// Example pixel shader that can be applied to models
-//
-//==================================================================================================
-
-// STATIC: "CONVERT_TO_SRGB" "0..0"
-// STATIC: "FLASHLIGHT" "0..1"
-// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b]
-
-// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
-// DYNAMIC: "PIXELFOGTYPE" "0..1"
-// DYNAMIC: "NUM_LIGHTS" "0..4"
-// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b]
-// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
-
-// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
-
-// We don't care about flashlight depth unless the flashlight is on
-// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
-
-// Flashlight shadow filter mode is irrelevant if there is no flashlight
-// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
-
-#include "common_flashlight_fxc.h"
-#include "shader_constant_register_map.h"
-
-const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
-const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
-const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
-const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
-const float4 g_FogParams : register( PSREG_FOG_PARAMS );
-const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass
-const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
-const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
-PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's)
-
-#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz
-
-sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
-sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler
-sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers
-sampler FlashlightSampler : register( s6 ); // Flashlight cookie
-
-struct PS_INPUT
-{
- float2 baseTexCoord : TEXCOORD0;
- float4 lightAtten : TEXCOORD1;
- float3 worldNormal : TEXCOORD2;
- float3 worldPos : TEXCOORD3;
- float3 projPos : TEXCOORD4;
-};
-
-float4 main( PS_INPUT i ) : COLOR
-{
- float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
-
- float3 diffuseLighting;
- if ( FLASHLIGHT != 0 )
- {
- float4 flashlightSpacePosition = mul( float4( i.worldPos, 1.0f ), g_FlashlightWorldToTexture );
-
- diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos, flashlightSpacePosition,
- i.worldNormal, g_FlashlightAttenuationFactors.xyz,
- g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
- NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, i.projPos, false, g_ShadowTweaks );
- }
- else // non-flashlight path
- {
- // Summation of diffuse illumination from all local lights
- diffuseLighting = PixelShaderDoLighting( i.worldPos, i.worldNormal,
- float3( 0.0f, 0.0f, 0.0f ), false, true, i.lightAtten,
- cAmbientCube, NormalizeRandRotSampler, NUM_LIGHTS, cLightInfo, true,
-
- // These are dummy parameters:
- false, 1.0f,
- false, BaseTextureSampler );
- }
-
- float3 result = baseColor.rgb * g_DiffuseModulation.rgb * diffuseLighting;
- float alpha = g_DiffuseModulation.a * baseColor.a;
-
- float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
-
-#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT )
- alpha = fogFactor;
-#endif
-
- bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
-
- return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z );
-}
+//===================== Copyright (c) Valve Corporation. All Rights Reserved. ====================== +// +// Example pixel shader that can be applied to models +// +//================================================================================================== + +// STATIC: "CONVERT_TO_SRGB" "0..0" +// STATIC: "FLASHLIGHT" "0..1" +// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] + +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "NUM_LIGHTS" "0..4" +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] + +// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0) + +// We don't care about flashlight depth unless the flashlight is on +// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) + +// Flashlight shadow filter mode is irrelevant if there is no flashlight +// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b] + +#include "common_flashlight_fxc.h" +#include "shader_constant_register_map.h" + +const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION ); +const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS ); +const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE ); +const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT ); +const float4 g_FogParams : register( PSREG_FOG_PARAMS ); +const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass +const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST ); +const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE ); +PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's) + +#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz + +sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha +sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler +sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers +sampler FlashlightSampler : register( s6 ); // Flashlight cookie + +struct PS_INPUT +{ + float2 baseTexCoord : TEXCOORD0; + float4 lightAtten : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldPos : TEXCOORD3; + float3 projPos : TEXCOORD4; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord ); + + float3 diffuseLighting; + if ( FLASHLIGHT != 0 ) + { + float4 flashlightSpacePosition = mul( float4( i.worldPos, 1.0f ), g_FlashlightWorldToTexture ); + + diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos, flashlightSpacePosition, + i.worldNormal, g_FlashlightAttenuationFactors.xyz, + g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler, + NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, i.projPos, false, g_ShadowTweaks ); + } + else // non-flashlight path + { + // Summation of diffuse illumination from all local lights + diffuseLighting = PixelShaderDoLighting( i.worldPos, i.worldNormal, + float3( 0.0f, 0.0f, 0.0f ), false, true, i.lightAtten, + cAmbientCube, NormalizeRandRotSampler, NUM_LIGHTS, cLightInfo, true, + + // These are dummy parameters: + false, 1.0f, + false, BaseTextureSampler ); + } + + float3 result = baseColor.rgb * g_DiffuseModulation.rgb * diffuseLighting; + float alpha = g_DiffuseModulation.a * baseColor.a; + + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z ); + +#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT ) + alpha = fogFactor; +#endif + + bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 ); + + return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z ); +} diff --git a/mp/src/materialsystem/stdshaders/example_model_vs20.fxc b/mp/src/materialsystem/stdshaders/example_model_vs20.fxc index 877c84e2..6248f2b4 100644 --- a/mp/src/materialsystem/stdshaders/example_model_vs20.fxc +++ b/mp/src/materialsystem/stdshaders/example_model_vs20.fxc @@ -1,91 +1,91 @@ -//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
-//
-// Example vertex shader that can be applied to models
-//
-//==================================================================================================
-
-// DYNAMIC: "COMPRESSED_VERTS" "0..1"
-// DYNAMIC: "DOWATERFOG" "0..1"
-// DYNAMIC: "SKINNING" "0..1"
-// DYNAMIC: "LIGHTING_PREVIEW" "0..1"
-// DYNAMIC: "NUM_LIGHTS" "0..4"
-
-#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 );
-
-//-----------------------------------------------------------------------------
-// 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;
- float2 vTexCoord0 : TEXCOORD0;
-};
-
-struct VS_OUTPUT
-{
- // Stuff that isn't seen by the pixel shader
- float4 projPosSetup : POSITION;
- float fog : FOG;
- // Stuff that is seen by the pixel shader
- float2 baseTexCoord : TEXCOORD0;
- float4 lightAtten : TEXCOORD1;
- float3 worldNormal : TEXCOORD2;
- float3 worldPos : TEXCOORD3;
- float3 projPos : TEXCOORD4;
-};
-
-//-----------------------------------------------------------------------------
-// Main shader entry point
-//-----------------------------------------------------------------------------
-VS_OUTPUT main( const VS_INPUT v )
-{
- VS_OUTPUT o = ( VS_OUTPUT )0;
-
- float3 vNormal;
- DecompressVertex_Normal( v.vNormal, vNormal );
-
- float3 worldNormal, worldPos;
- SkinPositionAndNormal( g_bSkinning, v.vPos, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
-
- // Transform into projection space
- float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
- o.projPosSetup = vProjPos;
- vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
-
- o.projPos = vProjPos.xyz;
- o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType );
-
- // Needed for water fog alpha and diffuse lighting
- o.worldPos = worldPos;
- o.worldNormal = normalize( worldNormal );
-
- // Scalar attenuations for four lights
- o.lightAtten.xyz = 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
-
- // Base texture coordinate transform
- o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
- o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
-
- return o;
-}
+//===================== Copyright (c) Valve Corporation. All Rights Reserved. ====================== +// +// Example vertex shader that can be applied to models +// +//================================================================================================== + +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "DOWATERFOG" "0..1" +// DYNAMIC: "SKINNING" "0..1" +// DYNAMIC: "LIGHTING_PREVIEW" "0..1" +// DYNAMIC: "NUM_LIGHTS" "0..4" + +#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 ); + +//----------------------------------------------------------------------------- +// 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; + float2 vTexCoord0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + // Stuff that isn't seen by the pixel shader + float4 projPosSetup : POSITION; + float fog : FOG; + // Stuff that is seen by the pixel shader + float2 baseTexCoord : TEXCOORD0; + float4 lightAtten : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldPos : TEXCOORD3; + float3 projPos : TEXCOORD4; +}; + +//----------------------------------------------------------------------------- +// Main shader entry point +//----------------------------------------------------------------------------- +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float3 vNormal; + DecompressVertex_Normal( v.vNormal, vNormal ); + + float3 worldNormal, worldPos; + SkinPositionAndNormal( g_bSkinning, v.vPos, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal ); + + // Transform into projection space + float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + o.projPosSetup = vProjPos; + vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); + + o.projPos = vProjPos.xyz; + o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType ); + + // Needed for water fog alpha and diffuse lighting + o.worldPos = worldPos; + o.worldNormal = normalize( worldNormal ); + + // Scalar attenuations for four lights + o.lightAtten.xyz = 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 + + // Base texture coordinate transform + o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); + o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); + + return o; +} diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc index 12871d11..afbca75f 100644 --- a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc @@ -1,33 +1,33 @@ -#include "shaderlib/cshader.h"
-class sdk_bloom_ps20_Static_Index
-{
-public:
- sdk_bloom_ps20_Static_Index( )
- {
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
-#endif // _DEBUG
- return 0;
- }
-};
-#define shaderStaticTest_sdk_bloom_ps20 0
-class sdk_bloom_ps20_Dynamic_Index
-{
-public:
- sdk_bloom_ps20_Dynamic_Index()
- {
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
-#endif // _DEBUG
- return 0;
- }
-};
-#define shaderDynamicTest_sdk_bloom_ps20 0
+#include "shaderlib/cshader.h" +class sdk_bloom_ps20_Static_Index +{ +public: + sdk_bloom_ps20_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_sdk_bloom_ps20 0 +class sdk_bloom_ps20_Dynamic_Index +{ +public: + sdk_bloom_ps20_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloom_ps20 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc index 591af10a..169870ee 100644 --- a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc @@ -1,60 +1,60 @@ -#include "shaderlib/cshader.h"
-class sdk_bloom_ps20b_Static_Index
-{
-private:
- int m_nCONVERT_TO_SRGB;
-#ifdef _DEBUG
- bool m_bCONVERT_TO_SRGB;
-#endif
-public:
- void SetCONVERT_TO_SRGB( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nCONVERT_TO_SRGB = i;
-#ifdef _DEBUG
- m_bCONVERT_TO_SRGB = true;
-#endif
- }
- void SetCONVERT_TO_SRGB( bool i )
- {
- m_nCONVERT_TO_SRGB = i ? 1 : 0;
-#ifdef _DEBUG
- m_bCONVERT_TO_SRGB = true;
-#endif
- }
-public:
- sdk_bloom_ps20b_Static_Index( )
- {
-#ifdef _DEBUG
- m_bCONVERT_TO_SRGB = true;
-#endif // _DEBUG
- m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
- bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB;
- Assert( bAllStaticVarsDefined );
-#endif // _DEBUG
- return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
- }
-};
-#define shaderStaticTest_sdk_bloom_ps20b 0
-class sdk_bloom_ps20b_Dynamic_Index
-{
-public:
- sdk_bloom_ps20b_Dynamic_Index()
- {
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
-#endif // _DEBUG
- return 0;
- }
-};
-#define shaderDynamicTest_sdk_bloom_ps20b 0
+#include "shaderlib/cshader.h" +class sdk_bloom_ps20b_Static_Index +{ +private: + int m_nCONVERT_TO_SRGB; +#ifdef _DEBUG + bool m_bCONVERT_TO_SRGB; +#endif +public: + void SetCONVERT_TO_SRGB( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nCONVERT_TO_SRGB = i; +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif + } + void SetCONVERT_TO_SRGB( bool i ) + { + m_nCONVERT_TO_SRGB = i ? 1 : 0; +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif + } +public: + sdk_bloom_ps20b_Static_Index( ) + { +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif // _DEBUG + m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG + bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB; + Assert( bAllStaticVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nCONVERT_TO_SRGB ) + 0; + } +}; +#define shaderStaticTest_sdk_bloom_ps20b 0 +class sdk_bloom_ps20b_Dynamic_Index +{ +public: + sdk_bloom_ps20b_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloom_ps20b 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc index 672569d4..c0643ebe 100644 --- a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc @@ -1,33 +1,33 @@ -#include "shaderlib/cshader.h"
-class sdk_bloomadd_ps20_Static_Index
-{
-public:
- sdk_bloomadd_ps20_Static_Index( )
- {
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
-#endif // _DEBUG
- return 0;
- }
-};
-#define shaderStaticTest_sdk_bloomadd_ps20 0
-class sdk_bloomadd_ps20_Dynamic_Index
-{
-public:
- sdk_bloomadd_ps20_Dynamic_Index()
- {
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
-#endif // _DEBUG
- return 0;
- }
-};
-#define shaderDynamicTest_sdk_bloomadd_ps20 0
+#include "shaderlib/cshader.h" +class sdk_bloomadd_ps20_Static_Index +{ +public: + sdk_bloomadd_ps20_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_sdk_bloomadd_ps20 0 +class sdk_bloomadd_ps20_Dynamic_Index +{ +public: + sdk_bloomadd_ps20_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloomadd_ps20 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc index 645e9f46..861e517b 100644 --- a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc @@ -1,33 +1,33 @@ -#include "shaderlib/cshader.h"
-class sdk_bloomadd_ps20b_Static_Index
-{
-public:
- sdk_bloomadd_ps20b_Static_Index( )
- {
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
-#endif // _DEBUG
- return 0;
- }
-};
-#define shaderStaticTest_sdk_bloomadd_ps20b 0
-class sdk_bloomadd_ps20b_Dynamic_Index
-{
-public:
- sdk_bloomadd_ps20b_Dynamic_Index()
- {
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
-#endif // _DEBUG
- return 0;
- }
-};
-#define shaderDynamicTest_sdk_bloomadd_ps20b 0
+#include "shaderlib/cshader.h" +class sdk_bloomadd_ps20b_Static_Index +{ +public: + sdk_bloomadd_ps20b_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_sdk_bloomadd_ps20b 0 +class sdk_bloomadd_ps20b_Dynamic_Index +{ +public: + sdk_bloomadd_ps20b_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_bloomadd_ps20b 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc index c37985c8..607c12cd 100644 --- a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc @@ -1,60 +1,60 @@ -#include "shaderlib/cshader.h"
-class sdk_screenspaceeffect_vs20_Static_Index
-{
-private:
- int m_nX360APPCHOOSER;
-#ifdef _DEBUG
- bool m_bX360APPCHOOSER;
-#endif
-public:
- void SetX360APPCHOOSER( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nX360APPCHOOSER = i;
-#ifdef _DEBUG
- m_bX360APPCHOOSER = true;
-#endif
- }
- void SetX360APPCHOOSER( bool i )
- {
- m_nX360APPCHOOSER = i ? 1 : 0;
-#ifdef _DEBUG
- m_bX360APPCHOOSER = true;
-#endif
- }
-public:
- sdk_screenspaceeffect_vs20_Static_Index( )
- {
-#ifdef _DEBUG
- m_bX360APPCHOOSER = true;
-#endif // _DEBUG
- m_nX360APPCHOOSER = 0;
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
- bool bAllStaticVarsDefined = m_bX360APPCHOOSER;
- Assert( bAllStaticVarsDefined );
-#endif // _DEBUG
- return ( 1 * m_nX360APPCHOOSER ) + 0;
- }
-};
-#define shaderStaticTest_sdk_screenspaceeffect_vs20 0
-class sdk_screenspaceeffect_vs20_Dynamic_Index
-{
-public:
- sdk_screenspaceeffect_vs20_Dynamic_Index()
- {
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
-#endif // _DEBUG
- return 0;
- }
-};
-#define shaderDynamicTest_sdk_screenspaceeffect_vs20 0
+#include "shaderlib/cshader.h" +class sdk_screenspaceeffect_vs20_Static_Index +{ +private: + int m_nX360APPCHOOSER; +#ifdef _DEBUG + bool m_bX360APPCHOOSER; +#endif +public: + void SetX360APPCHOOSER( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nX360APPCHOOSER = i; +#ifdef _DEBUG + m_bX360APPCHOOSER = true; +#endif + } + void SetX360APPCHOOSER( bool i ) + { + m_nX360APPCHOOSER = i ? 1 : 0; +#ifdef _DEBUG + m_bX360APPCHOOSER = true; +#endif + } +public: + sdk_screenspaceeffect_vs20_Static_Index( ) + { +#ifdef _DEBUG + m_bX360APPCHOOSER = true; +#endif // _DEBUG + m_nX360APPCHOOSER = 0; + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG + bool bAllStaticVarsDefined = m_bX360APPCHOOSER; + Assert( bAllStaticVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nX360APPCHOOSER ) + 0; + } +}; +#define shaderStaticTest_sdk_screenspaceeffect_vs20 0 +class sdk_screenspaceeffect_vs20_Dynamic_Index +{ +public: + sdk_screenspaceeffect_vs20_Dynamic_Index() + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderDynamicTest_sdk_screenspaceeffect_vs20 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/example_model_ps20b.inc b/mp/src/materialsystem/stdshaders/fxctmp9/example_model_ps20b.inc index 018f7b63..1d9a37a2 100644 --- a/mp/src/materialsystem/stdshaders/fxctmp9/example_model_ps20b.inc +++ b/mp/src/materialsystem/stdshaders/fxctmp9/example_model_ps20b.inc @@ -1,237 +1,237 @@ -#include "shaderlib/cshader.h"
-class example_model_ps20b_Static_Index
-{
-private:
- int m_nCONVERT_TO_SRGB;
-#ifdef _DEBUG
- bool m_bCONVERT_TO_SRGB;
-#endif
-public:
- void SetCONVERT_TO_SRGB( int i )
- {
- Assert( i >= 0 && i <= 0 );
- m_nCONVERT_TO_SRGB = i;
-#ifdef _DEBUG
- m_bCONVERT_TO_SRGB = true;
-#endif
- }
- void SetCONVERT_TO_SRGB( bool i )
- {
- m_nCONVERT_TO_SRGB = i ? 1 : 0;
-#ifdef _DEBUG
- m_bCONVERT_TO_SRGB = true;
-#endif
- }
-private:
- int m_nFLASHLIGHT;
-#ifdef _DEBUG
- bool m_bFLASHLIGHT;
-#endif
-public:
- void SetFLASHLIGHT( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nFLASHLIGHT = i;
-#ifdef _DEBUG
- m_bFLASHLIGHT = true;
-#endif
- }
- void SetFLASHLIGHT( bool i )
- {
- m_nFLASHLIGHT = i ? 1 : 0;
-#ifdef _DEBUG
- m_bFLASHLIGHT = true;
-#endif
- }
-private:
- int m_nFLASHLIGHTDEPTHFILTERMODE;
-#ifdef _DEBUG
- bool m_bFLASHLIGHTDEPTHFILTERMODE;
-#endif
-public:
- void SetFLASHLIGHTDEPTHFILTERMODE( int i )
- {
- Assert( i >= 0 && i <= 2 );
- m_nFLASHLIGHTDEPTHFILTERMODE = i;
-#ifdef _DEBUG
- m_bFLASHLIGHTDEPTHFILTERMODE = true;
-#endif
- }
- void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
- {
- m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
-#ifdef _DEBUG
- m_bFLASHLIGHTDEPTHFILTERMODE = true;
-#endif
- }
-public:
- example_model_ps20b_Static_Index( )
- {
-#ifdef _DEBUG
- m_bCONVERT_TO_SRGB = false;
-#endif // _DEBUG
- m_nCONVERT_TO_SRGB = 0;
-#ifdef _DEBUG
- m_bFLASHLIGHT = false;
-#endif // _DEBUG
- m_nFLASHLIGHT = 0;
-#ifdef _DEBUG
- m_bFLASHLIGHTDEPTHFILTERMODE = false;
-#endif // _DEBUG
- m_nFLASHLIGHTDEPTHFILTERMODE = 0;
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
- bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bFLASHLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE;
- Assert( bAllStaticVarsDefined );
-#endif // _DEBUG
- return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nFLASHLIGHT ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
- }
-};
-#define shaderStaticTest_example_model_ps20b psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
-class example_model_ps20b_Dynamic_Index
-{
-private:
- int m_nWRITEWATERFOGTODESTALPHA;
-#ifdef _DEBUG
- bool m_bWRITEWATERFOGTODESTALPHA;
-#endif
-public:
- void SetWRITEWATERFOGTODESTALPHA( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nWRITEWATERFOGTODESTALPHA = i;
-#ifdef _DEBUG
- m_bWRITEWATERFOGTODESTALPHA = true;
-#endif
- }
- void SetWRITEWATERFOGTODESTALPHA( bool i )
- {
- m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
-#ifdef _DEBUG
- m_bWRITEWATERFOGTODESTALPHA = true;
-#endif
- }
-private:
- int m_nPIXELFOGTYPE;
-#ifdef _DEBUG
- bool m_bPIXELFOGTYPE;
-#endif
-public:
- void SetPIXELFOGTYPE( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nPIXELFOGTYPE = i;
-#ifdef _DEBUG
- m_bPIXELFOGTYPE = true;
-#endif
- }
- void SetPIXELFOGTYPE( bool i )
- {
- m_nPIXELFOGTYPE = i ? 1 : 0;
-#ifdef _DEBUG
- m_bPIXELFOGTYPE = true;
-#endif
- }
-private:
- int m_nNUM_LIGHTS;
-#ifdef _DEBUG
- bool m_bNUM_LIGHTS;
-#endif
-public:
- void SetNUM_LIGHTS( int i )
- {
- Assert( i >= 0 && i <= 4 );
- m_nNUM_LIGHTS = i;
-#ifdef _DEBUG
- m_bNUM_LIGHTS = true;
-#endif
- }
- void SetNUM_LIGHTS( bool i )
- {
- m_nNUM_LIGHTS = i ? 1 : 0;
-#ifdef _DEBUG
- m_bNUM_LIGHTS = true;
-#endif
- }
-private:
- int m_nWRITE_DEPTH_TO_DESTALPHA;
-#ifdef _DEBUG
- bool m_bWRITE_DEPTH_TO_DESTALPHA;
-#endif
-public:
- void SetWRITE_DEPTH_TO_DESTALPHA( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nWRITE_DEPTH_TO_DESTALPHA = i;
-#ifdef _DEBUG
- m_bWRITE_DEPTH_TO_DESTALPHA = true;
-#endif
- }
- void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
- {
- m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
-#ifdef _DEBUG
- m_bWRITE_DEPTH_TO_DESTALPHA = true;
-#endif
- }
-private:
- int m_nFLASHLIGHTSHADOWS;
-#ifdef _DEBUG
- bool m_bFLASHLIGHTSHADOWS;
-#endif
-public:
- void SetFLASHLIGHTSHADOWS( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nFLASHLIGHTSHADOWS = i;
-#ifdef _DEBUG
- m_bFLASHLIGHTSHADOWS = true;
-#endif
- }
- void SetFLASHLIGHTSHADOWS( bool i )
- {
- m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
-#ifdef _DEBUG
- m_bFLASHLIGHTSHADOWS = true;
-#endif
- }
-public:
- example_model_ps20b_Dynamic_Index()
- {
-#ifdef _DEBUG
- m_bWRITEWATERFOGTODESTALPHA = false;
-#endif // _DEBUG
- m_nWRITEWATERFOGTODESTALPHA = 0;
-#ifdef _DEBUG
- m_bPIXELFOGTYPE = false;
-#endif // _DEBUG
- m_nPIXELFOGTYPE = 0;
-#ifdef _DEBUG
- m_bNUM_LIGHTS = false;
-#endif // _DEBUG
- m_nNUM_LIGHTS = 0;
-#ifdef _DEBUG
- m_bWRITE_DEPTH_TO_DESTALPHA = false;
-#endif // _DEBUG
- m_nWRITE_DEPTH_TO_DESTALPHA = 0;
-#ifdef _DEBUG
- m_bFLASHLIGHTSHADOWS = false;
-#endif // _DEBUG
- m_nFLASHLIGHTSHADOWS = 0;
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
- bool bAllDynamicVarsDefined = m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS;
- Assert( bAllDynamicVarsDefined );
-#endif // _DEBUG
- return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + 0;
- }
-};
-#define shaderDynamicTest_example_model_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
+#include "shaderlib/cshader.h" +class example_model_ps20b_Static_Index +{ +private: + int m_nCONVERT_TO_SRGB; +#ifdef _DEBUG + bool m_bCONVERT_TO_SRGB; +#endif +public: + void SetCONVERT_TO_SRGB( int i ) + { + Assert( i >= 0 && i <= 0 ); + m_nCONVERT_TO_SRGB = i; +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif + } + void SetCONVERT_TO_SRGB( bool i ) + { + m_nCONVERT_TO_SRGB = i ? 1 : 0; +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = true; +#endif + } +private: + int m_nFLASHLIGHT; +#ifdef _DEBUG + bool m_bFLASHLIGHT; +#endif +public: + void SetFLASHLIGHT( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nFLASHLIGHT = i; +#ifdef _DEBUG + m_bFLASHLIGHT = true; +#endif + } + void SetFLASHLIGHT( bool i ) + { + m_nFLASHLIGHT = i ? 1 : 0; +#ifdef _DEBUG + m_bFLASHLIGHT = true; +#endif + } +private: + int m_nFLASHLIGHTDEPTHFILTERMODE; +#ifdef _DEBUG + bool m_bFLASHLIGHTDEPTHFILTERMODE; +#endif +public: + void SetFLASHLIGHTDEPTHFILTERMODE( int i ) + { + Assert( i >= 0 && i <= 2 ); + m_nFLASHLIGHTDEPTHFILTERMODE = i; +#ifdef _DEBUG + m_bFLASHLIGHTDEPTHFILTERMODE = true; +#endif + } + void SetFLASHLIGHTDEPTHFILTERMODE( bool i ) + { + m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0; +#ifdef _DEBUG + m_bFLASHLIGHTDEPTHFILTERMODE = true; +#endif + } +public: + example_model_ps20b_Static_Index( ) + { +#ifdef _DEBUG + m_bCONVERT_TO_SRGB = false; +#endif // _DEBUG + m_nCONVERT_TO_SRGB = 0; +#ifdef _DEBUG + m_bFLASHLIGHT = false; +#endif // _DEBUG + m_nFLASHLIGHT = 0; +#ifdef _DEBUG + m_bFLASHLIGHTDEPTHFILTERMODE = false; +#endif // _DEBUG + m_nFLASHLIGHTDEPTHFILTERMODE = 0; + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG + bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bFLASHLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE; + Assert( bAllStaticVarsDefined ); +#endif // _DEBUG + return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nFLASHLIGHT ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0; + } +}; +#define shaderStaticTest_example_model_ps20b psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0 +class example_model_ps20b_Dynamic_Index +{ +private: + int m_nWRITEWATERFOGTODESTALPHA; +#ifdef _DEBUG + bool m_bWRITEWATERFOGTODESTALPHA; +#endif +public: + void SetWRITEWATERFOGTODESTALPHA( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nWRITEWATERFOGTODESTALPHA = i; +#ifdef _DEBUG + m_bWRITEWATERFOGTODESTALPHA = true; +#endif + } + void SetWRITEWATERFOGTODESTALPHA( bool i ) + { + m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0; +#ifdef _DEBUG + m_bWRITEWATERFOGTODESTALPHA = true; +#endif + } +private: + int m_nPIXELFOGTYPE; +#ifdef _DEBUG + bool m_bPIXELFOGTYPE; +#endif +public: + void SetPIXELFOGTYPE( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nPIXELFOGTYPE = i; +#ifdef _DEBUG + m_bPIXELFOGTYPE = true; +#endif + } + void SetPIXELFOGTYPE( bool i ) + { + m_nPIXELFOGTYPE = i ? 1 : 0; +#ifdef _DEBUG + m_bPIXELFOGTYPE = true; +#endif + } +private: + int m_nNUM_LIGHTS; +#ifdef _DEBUG + bool m_bNUM_LIGHTS; +#endif +public: + void SetNUM_LIGHTS( int i ) + { + Assert( i >= 0 && i <= 4 ); + m_nNUM_LIGHTS = i; +#ifdef _DEBUG + m_bNUM_LIGHTS = true; +#endif + } + void SetNUM_LIGHTS( bool i ) + { + m_nNUM_LIGHTS = i ? 1 : 0; +#ifdef _DEBUG + m_bNUM_LIGHTS = true; +#endif + } +private: + int m_nWRITE_DEPTH_TO_DESTALPHA; +#ifdef _DEBUG + bool m_bWRITE_DEPTH_TO_DESTALPHA; +#endif +public: + void SetWRITE_DEPTH_TO_DESTALPHA( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nWRITE_DEPTH_TO_DESTALPHA = i; +#ifdef _DEBUG + m_bWRITE_DEPTH_TO_DESTALPHA = true; +#endif + } + void SetWRITE_DEPTH_TO_DESTALPHA( bool i ) + { + m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0; +#ifdef _DEBUG + m_bWRITE_DEPTH_TO_DESTALPHA = true; +#endif + } +private: + int m_nFLASHLIGHTSHADOWS; +#ifdef _DEBUG + bool m_bFLASHLIGHTSHADOWS; +#endif +public: + void SetFLASHLIGHTSHADOWS( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nFLASHLIGHTSHADOWS = i; +#ifdef _DEBUG + m_bFLASHLIGHTSHADOWS = true; +#endif + } + void SetFLASHLIGHTSHADOWS( bool i ) + { + m_nFLASHLIGHTSHADOWS = i ? 1 : 0; +#ifdef _DEBUG + m_bFLASHLIGHTSHADOWS = true; +#endif + } +public: + example_model_ps20b_Dynamic_Index() + { +#ifdef _DEBUG + m_bWRITEWATERFOGTODESTALPHA = false; +#endif // _DEBUG + m_nWRITEWATERFOGTODESTALPHA = 0; +#ifdef _DEBUG + m_bPIXELFOGTYPE = false; +#endif // _DEBUG + m_nPIXELFOGTYPE = 0; +#ifdef _DEBUG + m_bNUM_LIGHTS = false; +#endif // _DEBUG + m_nNUM_LIGHTS = 0; +#ifdef _DEBUG + m_bWRITE_DEPTH_TO_DESTALPHA = false; +#endif // _DEBUG + m_nWRITE_DEPTH_TO_DESTALPHA = 0; +#ifdef _DEBUG + m_bFLASHLIGHTSHADOWS = false; +#endif // _DEBUG + m_nFLASHLIGHTSHADOWS = 0; + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG + bool bAllDynamicVarsDefined = m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS; + Assert( bAllDynamicVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + 0; + } +}; +#define shaderDynamicTest_example_model_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0 diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/example_model_vs20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/example_model_vs20.inc index a8dbd23f..fcd08eb2 100644 --- a/mp/src/materialsystem/stdshaders/fxctmp9/example_model_vs20.inc +++ b/mp/src/materialsystem/stdshaders/fxctmp9/example_model_vs20.inc @@ -1,160 +1,160 @@ -#include "shaderlib/cshader.h"
-class example_model_vs20_Static_Index
-{
-public:
- example_model_vs20_Static_Index( )
- {
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
-#endif // _DEBUG
- return 0;
- }
-};
-#define shaderStaticTest_example_model_vs20 0
-class example_model_vs20_Dynamic_Index
-{
-private:
- int m_nCOMPRESSED_VERTS;
-#ifdef _DEBUG
- bool m_bCOMPRESSED_VERTS;
-#endif
-public:
- void SetCOMPRESSED_VERTS( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nCOMPRESSED_VERTS = i;
-#ifdef _DEBUG
- m_bCOMPRESSED_VERTS = true;
-#endif
- }
- void SetCOMPRESSED_VERTS( bool i )
- {
- m_nCOMPRESSED_VERTS = i ? 1 : 0;
-#ifdef _DEBUG
- m_bCOMPRESSED_VERTS = true;
-#endif
- }
-private:
- int m_nDOWATERFOG;
-#ifdef _DEBUG
- bool m_bDOWATERFOG;
-#endif
-public:
- void SetDOWATERFOG( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nDOWATERFOG = i;
-#ifdef _DEBUG
- m_bDOWATERFOG = true;
-#endif
- }
- void SetDOWATERFOG( bool i )
- {
- m_nDOWATERFOG = i ? 1 : 0;
-#ifdef _DEBUG
- m_bDOWATERFOG = true;
-#endif
- }
-private:
- int m_nSKINNING;
-#ifdef _DEBUG
- bool m_bSKINNING;
-#endif
-public:
- void SetSKINNING( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nSKINNING = i;
-#ifdef _DEBUG
- m_bSKINNING = true;
-#endif
- }
- void SetSKINNING( bool i )
- {
- m_nSKINNING = i ? 1 : 0;
-#ifdef _DEBUG
- m_bSKINNING = true;
-#endif
- }
-private:
- int m_nLIGHTING_PREVIEW;
-#ifdef _DEBUG
- bool m_bLIGHTING_PREVIEW;
-#endif
-public:
- void SetLIGHTING_PREVIEW( int i )
- {
- Assert( i >= 0 && i <= 1 );
- m_nLIGHTING_PREVIEW = i;
-#ifdef _DEBUG
- m_bLIGHTING_PREVIEW = true;
-#endif
- }
- void SetLIGHTING_PREVIEW( bool i )
- {
- m_nLIGHTING_PREVIEW = i ? 1 : 0;
-#ifdef _DEBUG
- m_bLIGHTING_PREVIEW = true;
-#endif
- }
-private:
- int m_nNUM_LIGHTS;
-#ifdef _DEBUG
- bool m_bNUM_LIGHTS;
-#endif
-public:
- void SetNUM_LIGHTS( int i )
- {
- Assert( i >= 0 && i <= 4 );
- m_nNUM_LIGHTS = i;
-#ifdef _DEBUG
- m_bNUM_LIGHTS = true;
-#endif
- }
- void SetNUM_LIGHTS( bool i )
- {
- m_nNUM_LIGHTS = i ? 1 : 0;
-#ifdef _DEBUG
- m_bNUM_LIGHTS = true;
-#endif
- }
-public:
- example_model_vs20_Dynamic_Index()
- {
-#ifdef _DEBUG
- m_bCOMPRESSED_VERTS = false;
-#endif // _DEBUG
- m_nCOMPRESSED_VERTS = 0;
-#ifdef _DEBUG
- m_bDOWATERFOG = false;
-#endif // _DEBUG
- m_nDOWATERFOG = 0;
-#ifdef _DEBUG
- m_bSKINNING = false;
-#endif // _DEBUG
- m_nSKINNING = 0;
-#ifdef _DEBUG
- m_bLIGHTING_PREVIEW = false;
-#endif // _DEBUG
- m_nLIGHTING_PREVIEW = 0;
-#ifdef _DEBUG
- m_bNUM_LIGHTS = false;
-#endif // _DEBUG
- m_nNUM_LIGHTS = 0;
- }
- int GetIndex()
- {
- // Asserts to make sure that we aren't using any skipped combinations.
- // Asserts to make sure that we are setting all of the combination vars.
-#ifdef _DEBUG
- bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bNUM_LIGHTS;
- Assert( bAllDynamicVarsDefined );
-#endif // _DEBUG
- return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nNUM_LIGHTS ) + 0;
- }
-};
-#define shaderDynamicTest_example_model_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
+#include "shaderlib/cshader.h" +class example_model_vs20_Static_Index +{ +public: + example_model_vs20_Static_Index( ) + { + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG +#endif // _DEBUG + return 0; + } +}; +#define shaderStaticTest_example_model_vs20 0 +class example_model_vs20_Dynamic_Index +{ +private: + int m_nCOMPRESSED_VERTS; +#ifdef _DEBUG + bool m_bCOMPRESSED_VERTS; +#endif +public: + void SetCOMPRESSED_VERTS( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nCOMPRESSED_VERTS = i; +#ifdef _DEBUG + m_bCOMPRESSED_VERTS = true; +#endif + } + void SetCOMPRESSED_VERTS( bool i ) + { + m_nCOMPRESSED_VERTS = i ? 1 : 0; +#ifdef _DEBUG + m_bCOMPRESSED_VERTS = true; +#endif + } +private: + int m_nDOWATERFOG; +#ifdef _DEBUG + bool m_bDOWATERFOG; +#endif +public: + void SetDOWATERFOG( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nDOWATERFOG = i; +#ifdef _DEBUG + m_bDOWATERFOG = true; +#endif + } + void SetDOWATERFOG( bool i ) + { + m_nDOWATERFOG = i ? 1 : 0; +#ifdef _DEBUG + m_bDOWATERFOG = true; +#endif + } +private: + int m_nSKINNING; +#ifdef _DEBUG + bool m_bSKINNING; +#endif +public: + void SetSKINNING( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nSKINNING = i; +#ifdef _DEBUG + m_bSKINNING = true; +#endif + } + void SetSKINNING( bool i ) + { + m_nSKINNING = i ? 1 : 0; +#ifdef _DEBUG + m_bSKINNING = true; +#endif + } +private: + int m_nLIGHTING_PREVIEW; +#ifdef _DEBUG + bool m_bLIGHTING_PREVIEW; +#endif +public: + void SetLIGHTING_PREVIEW( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nLIGHTING_PREVIEW = i; +#ifdef _DEBUG + m_bLIGHTING_PREVIEW = true; +#endif + } + void SetLIGHTING_PREVIEW( bool i ) + { + m_nLIGHTING_PREVIEW = i ? 1 : 0; +#ifdef _DEBUG + m_bLIGHTING_PREVIEW = true; +#endif + } +private: + int m_nNUM_LIGHTS; +#ifdef _DEBUG + bool m_bNUM_LIGHTS; +#endif +public: + void SetNUM_LIGHTS( int i ) + { + Assert( i >= 0 && i <= 4 ); + m_nNUM_LIGHTS = i; +#ifdef _DEBUG + m_bNUM_LIGHTS = true; +#endif + } + void SetNUM_LIGHTS( bool i ) + { + m_nNUM_LIGHTS = i ? 1 : 0; +#ifdef _DEBUG + m_bNUM_LIGHTS = true; +#endif + } +public: + example_model_vs20_Dynamic_Index() + { +#ifdef _DEBUG + m_bCOMPRESSED_VERTS = false; +#endif // _DEBUG + m_nCOMPRESSED_VERTS = 0; +#ifdef _DEBUG + m_bDOWATERFOG = false; +#endif // _DEBUG + m_nDOWATERFOG = 0; +#ifdef _DEBUG + m_bSKINNING = false; +#endif // _DEBUG + m_nSKINNING = 0; +#ifdef _DEBUG + m_bLIGHTING_PREVIEW = false; +#endif // _DEBUG + m_nLIGHTING_PREVIEW = 0; +#ifdef _DEBUG + m_bNUM_LIGHTS = false; +#endif // _DEBUG + m_nNUM_LIGHTS = 0; + } + int GetIndex() + { + // Asserts to make sure that we aren't using any skipped combinations. + // Asserts to make sure that we are setting all of the combination vars. +#ifdef _DEBUG + bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bNUM_LIGHTS; + Assert( bAllDynamicVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nNUM_LIGHTS ) + 0; + } +}; +#define shaderDynamicTest_example_model_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0 diff --git a/mp/src/materialsystem/stdshaders/macros.vsh b/mp/src/materialsystem/stdshaders/macros.vsh index 9b19f777..d1116e52 100644 --- a/mp/src/materialsystem/stdshaders/macros.vsh +++ b/mp/src/materialsystem/stdshaders/macros.vsh @@ -1,1393 +1,1393 @@ -;------------------------------------
-; RULES FOR AUTHORING VERTEX SHADERS:
-;------------------------------------
-; - never use "def" . . .set constants in code instead. . our constant shadowing will break otherwise.
-; (same goes for pixel shaders)
-; - use cN notation instead of c[N] notation. .makes grepping for registers easier.
-; The only exception is c[a0.x+blah] where you have no choice.
-$g_NumRegisters = 12;
-
-; NOTE: These must match the same values in vsh_prep.pl!
-$vPos = "v0";
-$vBoneWeights = "v1";
-$vBoneIndices = "v2";
-$vNormal = "v3";
-$vColor = "v5";
-$vSpecular = "v6";
-$vTexCoord0 = "v7";
-$vTexCoord1 = "v8";
-$vTexCoord2 = "v9";
-$vTexCoord3 = "v10";
-$vTangentS = "v11";
-$vTangentT = "v12";
-$vUserData = "v14";
-
-if( $g_dx9 )
-{
- if( $g_usesPos )
- {
- dcl_position $vPos;
- }
-
- if( $g_usesBoneWeights )
- {
- dcl_blendweight $vBoneWeights;
- }
- if( $g_usesBoneIndices )
- {
- dcl_blendindices $vBoneIndices;
- }
- if( $g_usesNormal )
- {
- dcl_normal $vNormal;
- }
- if( $g_usesColor )
- {
- dcl_color0 $vColor;
- }
- if( $g_usesSpecular )
- {
- dcl_color1 $vSpecular;
- }
- if( $g_usesTexCoord0 )
- {
- dcl_texcoord0 $vTexCoord0;
- }
- if( $g_usesTexCoord1 )
- {
- dcl_texcoord1 $vTexCoord1;
- }
- if( $g_usesTexCoord2 )
- {
- dcl_texcoord2 $vTexCoord2;
- }
- if( $g_usesTexCoord3 )
- {
- dcl_texcoord3 $vTexCoord3;
- }
- if( $g_usesTangentS )
- {
- dcl_tangent $vTangentS;
- }
- if( $g_usesTangentT )
- {
- dcl_binormal0 $vTangentT;
- }
- if( $g_usesUserData )
- {
- dcl_tangent $vUserData;
- }
-}
-
-# NOTE: These should match g_LightCombinations in vertexshaderdx8.cpp!
-# NOTE: Leave this on single lines or shit might blow up.
-@g_staticLightTypeArray = ( "none", "static", "none", "none", "none", "none", "none", "none", "none", "none", "none", "none", "static", "static", "static", "static", "static", "static", "static", "static", "static", "static" );
-@g_ambientLightTypeArray = ( "none", "none", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient" );
-@g_localLightType1Array = ( "none", "none", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional" );
-@g_localLightType2Array = ( "none", "none", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional" );
-
-$cConstants0 = "c0";
-$cZero = "c0.x";
-$cOne = "c0.y";
-$cTwo = "c0.z";
-$cHalf = "c0.w";
-
-$cConstants1 = "c1";
-$cOOGamma = "c1.x"; # 1/2.2
-$cOtherOverbrightFactor = "c1.y"; # overbright
-$cOneThird = "c1.z"; # 1/3
-$cOverbrightFactor = "c1.w"; # 1/overbright
-
-$cEyePos = "c2";
-$cWaterZ = "c2.w";
-$cEyePosWaterZ = "c2";
-
-$cLightIndex = "c3";
-$cLight0Offset = "c3.x"; # 27
-$cLight1Offset = "c3.y"; # 32
-$cColorToIntScale = "c3.z"; # matrix array offset = 3.0f * 255.0f + 0.01 (epsilon ensures floor yields desired result)
-$cModel0Index = "c3.w"; # base for start of skinning matrices
-
-; NOTE: These must match the same values in vsh_prep.pl!
-$cModelViewProj0 = "c4";
-$cModelViewProj1 = "c5";
-$cModelViewProj2 = "c6";
-$cModelViewProj3 = "c7";
-
-$cViewProj0 = "c8";
-$cViewProj1 = "c9";
-$cViewProj2 = "c10";
-$cViewProj3 = "c11";
-
-; currently unused
-; c12, c13
-
-$SHADER_SPECIFIC_CONST_10 = "c14";
-$SHADER_SPECIFIC_CONST_11 = "c15";
-
-$cFogParams = "c16";
-$cFogEndOverFogRange = "c16.x";
-$cFogOne = "c16.y";
-$cFogMaxDensity = "c16.z";
-$cOOFogRange = "c16.w"; # (1/(fogEnd-fogStart))
-
-$cViewModel0 = "c17";
-$cViewModel1 = "c18";
-$cViewModel2 = "c19";
-$cViewModel3 = "c20";
-
-$cAmbientColorPosX = "c21";
-$cAmbientColorNegX = "c22";
-$cAmbientColorPosY = "c23";
-$cAmbientColorNegY = "c24";
-$cAmbientColorPosZ = "c25";
-$cAmbientColorNegZ = "c26";
-
-$cAmbientColorPosXOffset = "21";
-$cAmbientColorPosYOffset = "23";
-$cAmbientColorPosZOffset = "25";
-
-$cLight0DiffColor = "c27";
-$cLight0Dir = "c28";
-$cLight0Pos = "c29";
-$cLight0SpotParams = "c30"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2)
-$cLight0Atten = "c31"; # [ constant, linear, quadratic, 0.0f ]
-
-$cLight1DiffColor = "c32";
-$cLight1Dir = "c33";
-$cLight1Pos = "c34";
-$cLight1SpotParams = "c35"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2)
-$cLight1Atten = "c36"; # [ constant, linear, quadratic, 0.0f ]
-
-$cModulationColor = "c37";
-
-$SHADER_SPECIFIC_CONST_0 = "c38";
-$SHADER_SPECIFIC_CONST_1 = "c39";
-$SHADER_SPECIFIC_CONST_2 = "c40";
-$SHADER_SPECIFIC_CONST_3 = "c41";
-$SHADER_SPECIFIC_CONST_4 = "c42";
-$SHADER_SPECIFIC_CONST_5 = "c43";
-$SHADER_SPECIFIC_CONST_6 = "c44";
-$SHADER_SPECIFIC_CONST_7 = "c45";
-$SHADER_SPECIFIC_CONST_8 = "c46";
-$SHADER_SPECIFIC_CONST_9 = "c47";
-; $SHADER_SPECIFIC_CONST_10 is c14
-; $SHADER_SPECIFIC_CONST_11 is c15
-
-; There are 16 model matrices for skinning
-; NOTE: These must match the same values in vsh_prep.pl!
-$cModel0 = "c48";
-$cModel1 = "c49";
-$cModel2 = "c50";
-
-sub OutputUsedRegisters
-{
- local( $i );
- ; USED REGISTERS
- for( $i = 0; $i < $g_NumRegisters; $i++ )
- {
- if( $g_allocated[$i] )
- {
- ; $g_allocatedname[$i] = r$i
- }
- }
- ;
-}
-
-sub AllocateRegister
-{
- local( *reg ) = shift;
- local( $regname ) = shift;
- local( $i );
- for( $i = 0; $i < $g_NumRegisters; $i++ )
- {
- if( !$g_allocated[$i] )
- {
- $g_allocated[$i] = 1;
- $g_allocatedname[$i] = $regname;
- ; AllocateRegister $regname = r$i
- $reg = "r$i";
- &OutputUsedRegisters();
- return;
- }
- }
- ; Out of registers allocating $regname!
- $reg = "rERROR_OUT_OF_REGISTERS";
- &OutputUsedRegisters();
-}
-
-; pass in a reference to a var that contains a register. . ie \$var where var will constain "r1", etc
-sub FreeRegister
-{
- local( *reg ) = shift;
- local( $regname ) = shift;
- ; FreeRegister $regname = $reg
- if( $reg =~ m/rERROR_DEALLOCATED/ )
- {
- ; $regname already deallocated
- ; $reg = "rALREADY_DEALLOCATED";
- &OutputUsedRegisters();
- return;
- }
-; if( $regname ne g_allocatedname[$reg] )
-; {
-; ; Error freeing $reg
-; mov compileerror, freed unallocated register $regname
-; }
-
- if( ( $reg =~ m/r(.*)/ ) )
- {
- $g_allocated[$1] = 0;
- }
- $reg = "rERROR_DEALLOCATED";
- &OutputUsedRegisters();
-}
-
-sub CheckUnfreedRegisters()
-{
- local( $i );
- for( $i = 0; $i < $g_NumRegisters; $i++ )
- {
- if( $g_allocated[$i] )
- {
- print "ERROR: r$i allocated to $g_allocatedname[$i] at end of program\n";
- $g_allocated[$i] = 0;
- }
- }
-}
-
-sub Normalize
-{
- local( $r ) = shift;
- dp3 $r.w, $r, $r
- rsq $r.w, $r.w
- mul $r, $r, $r.w
-}
-
-sub Cross
-{
- local( $result ) = shift;
- local( $a ) = shift;
- local( $b ) = shift;
-
- mul $result.xyz, $a.yzx, $b.zxy
- mad $result.xyz, -$b.yzx, $a.zxy, $result
-}
-
-sub RangeFog
-{
- local( $projPos ) = shift;
-
- ;------------------------------
- ; Regular range fog
- ;------------------------------
-
- ; oFog.x = 1.0f = no fog
- ; oFog.x = 0.0f = full fog
- ; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
- ; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start)
- ; which can be expressed with a single mad instruction!
-
- ; Compute |projPos|
- local( $tmp );
- &AllocateRegister( \$tmp );
- dp3 $tmp.x, $projPos.xyw, $projPos.xyw
- rsq $tmp.x, $tmp.x
- rcp $tmp.x, $tmp.x
-
- if( $g_dx9 )
- {
- mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange
- min $tmp, $tmp, $cOne
- max oFog, $tmp.x, $cFogMaxDensity
- }
- else
- {
- mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange
- min $tmp, $tmp, $cOne
- max oFog.x, $tmp.x, $cFogMaxDensity
- }
- &FreeRegister( \$tmp );
-}
-
-sub DepthFog
-{
- local( $projPos ) = shift;
- local( $dest ) = shift;
-
- if ( $dest eq "" )
- {
- $dest = "oFog";
- }
-
- ;------------------------------
- ; Regular range fog
- ;------------------------------
-
- ; oFog.x = 1.0f = no fog
- ; oFog.x = 0.0f = full fog
- ; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
- ; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start)
- ; which can be expressed with a single mad instruction!
-
- ; Compute |projPos|
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- if( $g_dx9 )
- {
- mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange
- min $tmp, $tmp, $cOne
- max $dest, $tmp.x, $cFogMaxDensity
- }
- else
- {
- mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange
- min $tmp, $tmp, $cOne
- max $dest.x, $tmp.x, $cFogMaxDensity
- }
-
- &FreeRegister( \$tmp );
-}
-
-sub WaterRangeFog
-{
- ; oFog.x = 1.0f = no fog
- ; oFog.x = 0.0f = full fog
-
- ; only $worldPos.z is used out of worldPos
- local( $worldPos ) = shift;
- local( $projPos ) = shift;
-
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- ; This is simple similar triangles. Imagine a line passing from the point directly vertically
- ; and another line passing from the point to the eye position.
- ; Let d = total distance from point to the eye
- ; Let h = vertical distance from the point to the eye
- ; Let hw = vertical distance from the point to the water surface
- ; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye
- ; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h.
- ; d = |projPos|, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for
-
- ; Now, tmp.x = hw, and tmp.y = h
- add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z
-
- ; if $tmp.x < 0, then set it to 0
- ; This is the equivalent of moving the vert to the water surface if it's above the water surface
- max $tmp.x, $tmp.x, $cZero
-
- ; Compute 1 / |projPos| = 1/d
- dp3 $tmp.z, $projPos.xyw, $projPos.xyw
- rsq $tmp.z, $tmp.z
-
- ; Now we have h/d
- mul $tmp.z, $tmp.z, $tmp.y
-
- ; Now we have d/h
- rcp $tmp.w, $tmp.z
-
- ; We finally have d * hw / h
- ; $tmp.w is now the distance that we see through water.
- mul $tmp.w, $tmp.x, $tmp.w
-
- if( $g_dx9 )
- {
- mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
- min $tmp, $tmp, $cOne
- max oFog, $tmp.x, $cFogMaxDensity
- }
- else
- {
- mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
- min $tmp, $tmp, $cOne
- max oFog.x, $tmp.x, $cFogMaxDensity
- }
-
- &FreeRegister( \$tmp );
-}
-
-sub WaterDepthFog
-{
- ; oFog.x = 1.0f = no fog
- ; oFog.x = 0.0f = full fog
-
- ; only $worldPos.z is used out of worldPos
- local( $worldPos ) = shift;
- local( $projPos ) = shift;
- local( $dest ) = shift;
-
- if ( $dest eq "" )
- {
- $dest = "oFog";
- }
-
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- ; This is simple similar triangles. Imagine a line passing from the point directly vertically
- ; and another line passing from the point to the eye position.
- ; Let d = total distance from point to the eye
- ; Let h = vertical distance from the point to the eye
- ; Let hw = vertical distance from the point to the water surface
- ; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye
- ; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h.
- ; d = projPos.w, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for
-
- ; Now, tmp.x = hw, and tmp.y = h
- add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z
-
- ; if $tmp.x < 0, then set it to 0
- ; This is the equivalent of moving the vert to the water surface if it's above the water surface
- max $tmp.x, $tmp.x, $cZero
-
- ; Now we have 1/h
- rcp $tmp.z, $tmp.y
-
- ; Now we have d/h
- mul $tmp.w, $projPos.w, $tmp.z
-
- ; We finally have d * hw / h
- ; $tmp.w is now the distance that we see through water.
- mul $tmp.w, $tmp.x, $tmp.w
-
- if( $g_dx9 )
- {
- mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
- min $tmp, $tmp, $cOne
- max $dest, $tmp.x, $cZero
- }
- else
- {
- mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
- min $tmp, $tmp, $cOne
- max $dest.x, $tmp.x, $cZero
- }
-
- &FreeRegister( \$tmp );
-}
-
-
-;------------------------------------------------------------------------------
-; Main fogging routine
-;------------------------------------------------------------------------------
-sub CalcFog
-{
- if( !defined $DOWATERFOG )
- {
- die "CalcFog called without using \$DOWATERFOG\n";
- }
- my $fogType;
- if( $DOWATERFOG == 0 )
- {
- $fogType = "rangefog";
- }
- else
- {
- $fogType = "heightfog";
- }
-
-# print "\$fogType = $fogType\n";
-
- ; CalcFog
- local( $worldPos ) = shift;
- local( $projPos ) = shift;
- local( $dest ) = shift;
-
- if ( $dest eq "" )
- {
- $dest = "oFog";
- }
-
- if( $fogType eq "rangefog" )
- {
- &DepthFog( $projPos, $dest );
- }
- elsif( $fogType eq "heightfog" )
- {
- &WaterDepthFog( $worldPos, $projPos, $dest );
- }
- else
- {
- die;
- }
-}
-
-sub CalcRangeFog
-{
- ; CalcFog
- local( $worldPos ) = shift;
- local( $projPos ) = shift;
-
- if( $DOWATERFOG == 0 )
- {
- &RangeFog( $projPos );
- }
- elsif( $DOWATERFOG == 1 )
- {
- &WaterRangeFog( $worldPos, $projPos );
- }
- else
- {
- die;
- }
-}
-
-sub GammaToLinear
-{
- local( $gamma ) = shift;
- local( $linear ) = shift;
-
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- ; Is rcp more expensive than just storing 2.2 somewhere and doing a mov?
- rcp $gamma.w, $cOOGamma ; $gamma.w = 2.2
- lit $linear.z, $gamma.zzzw ; r0.z = linear blue
- lit $tmp.z, $gamma.yyyw ; r2.z = linear green
- mov $linear.y, $tmp.z ; r0.y = linear green
- lit $tmp.z, $gamma.xxxw ; r2.z = linear red
- mov $linear.x, $tmp.z ; r0.x = linear red
-
- &FreeRegister( \$tmp );
-}
-
-sub LinearToGamma
-{
- local( $linear ) = shift;
- local( $gamma ) = shift;
-
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- mov $linear.w, $cOOGamma ; $linear.w = 1.0/2.2
- lit $gamma.z, $linear.zzzw ; r0.z = gamma blue
- lit $tmp.z, $linear.yyyw ; r2.z = gamma green
- mov $gamma.y, $tmp.z ; r0.y = gamma green
- lit $tmp.z, $linear.xxxw ; r2.z = gamma red
- mov $gamma.x, $tmp.z ; r0.x = gamma red
-
- &FreeRegister( \$tmp );
-}
-
-sub ComputeReflectionVector
-{
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $reflectionVector ) = shift;
-
- local( $vertToEye ); &AllocateRegister( \$vertToEye );
- local( $tmp ); &AllocateRegister( \$tmp );
-
- ; compute reflection vector r = 2 * (n dot v) n - v
- sub $vertToEye.xyz, $cEyePos.xyz, $worldPos ; $tmp1 = v = c - p
- dp3 $tmp, $worldNormal, $vertToEye ; $tmp = n dot v
- mul $tmp.xyz, $tmp.xyz, $worldNormal ; $tmp = (n dot v ) n
- mad $reflectionVector.xyz, $tmp, $cTwo, -$vertToEye
-
- &FreeRegister( \$vertToEye );
- &FreeRegister( \$tmp );
-}
-
-sub ComputeSphereMapTexCoords
-{
- local( $reflectionVector ) = shift;
- local( $sphereMapTexCoords ) = shift;
-
- local( $tmp ); &AllocateRegister( \$tmp );
-
- ; transform reflection vector into view space
- dp3 $tmp.x, $reflectionVector, $cViewModel0
- dp3 $tmp.y, $reflectionVector, $cViewModel1
- dp3 $tmp.z, $reflectionVector, $cViewModel2
-
- ; generate <rx ry rz+1>
- add $tmp.z, $tmp.z, $cOne
-
- ; find 1 / the length of r2
- dp3 $tmp.w, $tmp, $tmp
- rsq $tmp.w, $tmp.w
-
- ; r1 = r2/|r2| + 1
- mad $tmp.xy, $tmp.w, $tmp, $cOne
- mul $sphereMapTexCoords.xy, $tmp.xy, $cHalf
-
- &FreeRegister( \$tmp );
-}
-
-sub SkinPosition
-{
-# print "\$SKINNING = $SKINNING\n";
- local( $worldPos ) = shift;
-
- if( !defined $SKINNING )
- {
- die "using \$SKINNING without defining.\n";
- }
-
- if( $SKINNING == 0 )
- {
- ;
- ; 0 bone skinning (4 instructions)
- ;
- ; Transform position into world space
- ; position
- dp4 $worldPos.x, $vPos, $cModel0
- dp4 $worldPos.y, $vPos, $cModel1
- dp4 $worldPos.z, $vPos, $cModel2
- mov $worldPos.w, $cOne
- }
- else
- {
- ;
- ; 3 bone skinning (19 instructions)
- ;
- local( $boneIndices );
- local( $blendedMatrix0 );
- local( $blendedMatrix1 );
- local( $blendedMatrix2 );
- local( $localPos );
- &AllocateRegister( \$boneIndices );
- &AllocateRegister( \$blendedMatrix0 );
- &AllocateRegister( \$blendedMatrix1 );
- &AllocateRegister( \$blendedMatrix2 );
-
- ; Transform position into world space using all bones
- ; denormalize d3dcolor to matrix index
- mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index
- if ( $g_x360 )
- {
- mov $boneIndices, $boneIndices.zyxw
- }
-
- ; r11 = boneindices at this point
- ; first matrix
- mov a0.x, $boneIndices.z
- mul $blendedMatrix0, $vBoneWeights.x, c[a0.x]
- mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1]
- mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2]
- ; second matrix
- mov a0.x, $boneIndices.y
- mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2
-
- ; Calculate third weight
- ; compute 1-(weight1+weight2) to calculate weight2
- ; Use $boneIndices.w as a temp since we aren't using it for anything.
- add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y
- sub $boneIndices.w, $cOne, $boneIndices.w
-
- ; third matrix
- mov a0.x, $boneIndices.x
- mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2
-
- dp4 $worldPos.x, $vPos, $blendedMatrix0
- dp4 $worldPos.y, $vPos, $blendedMatrix1
- dp4 $worldPos.z, $vPos, $blendedMatrix2
- mov $worldPos.w, $cOne
-
- &FreeRegister( \$boneIndices );
- &FreeRegister( \$blendedMatrix0 );
- &FreeRegister( \$blendedMatrix1 );
- &FreeRegister( \$blendedMatrix2 );
- }
-}
-
-
-sub SkinPositionAndNormal
-{
-# print "\$SKINNING = $SKINNING\n";
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
-
- if( !defined $SKINNING )
- {
- die "using \$SKINNING without defining.\n";
- }
-
- if( $SKINNING == 0 )
- {
- ;
- ; 0 bone skinning (13 instructions)
- ;
- ; Transform position + normal + tangentS + tangentT into world space
- ; position
- dp4 $worldPos.x, $vPos, $cModel0
- dp4 $worldPos.y, $vPos, $cModel1
- dp4 $worldPos.z, $vPos, $cModel2
- mov $worldPos.w, $cOne
- ; normal
- dp3 $worldNormal.x, $vNormal, $cModel0
- dp3 $worldNormal.y, $vNormal, $cModel1
- dp3 $worldNormal.z, $vNormal, $cModel2
- }
- else
- {
- local( $boneIndices );
- local( $blendedMatrix0 );
- local( $blendedMatrix1 );
- local( $blendedMatrix2 );
- local( $localPos );
- local( $localNormal );
- local( $normalLength );
- local( $ooNormalLength );
- &AllocateRegister( \$boneIndices );
- &AllocateRegister( \$blendedMatrix0 );
- &AllocateRegister( \$blendedMatrix1 );
- &AllocateRegister( \$blendedMatrix2 );
-
- ; Transform position into world space using all bones
- ; denormalize d3dcolor to matrix index
- mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index
- if ( $g_x360 )
- {
- mov $boneIndices, $boneIndices.zyxw
- }
-
- ; r11 = boneindices at this point
- ; first matrix
- mov a0.x, $boneIndices.z
- mul $blendedMatrix0, $vBoneWeights.x, c[a0.x]
- mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1]
- mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2]
- ; second matrix
- mov a0.x, $boneIndices.y
- mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2
-
- ; Calculate third weight
- ; compute 1-(weight1+weight2) to calculate weight2
- ; Use $boneIndices.w as a temp since we aren't using it for anything.
- add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y
- sub $boneIndices.w, $cOne, $boneIndices.w
-
- ; third matrix
- mov a0.x, $boneIndices.x
- mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2
-
- dp4 $worldPos.x, $vPos, $blendedMatrix0
- dp4 $worldPos.y, $vPos, $blendedMatrix1
- dp4 $worldPos.z, $vPos, $blendedMatrix2
- mov $worldPos.w, $cOne
-
- ; normal
- dp3 $worldNormal.x, $vNormal, $blendedMatrix0
- dp3 $worldNormal.y, $vNormal, $blendedMatrix1
- dp3 $worldNormal.z, $vNormal, $blendedMatrix2
-
- &FreeRegister( \$boneIndices );
- &FreeRegister( \$blendedMatrix0 );
- &FreeRegister( \$blendedMatrix1 );
- &FreeRegister( \$blendedMatrix2 );
- }
-}
-
-sub SkinPositionNormalAndTangentSpace
-{
-# print "\$SKINNING = $SKINNING\n";
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $worldTangentS ) = shift;
- local( $worldTangentT ) = shift;
- local( $userData );
- local( $localPos );
- local( $localNormal );
- local( $normalLength );
- local( $ooNormalLength );
-
- if( !defined $SKINNING )
- {
- die "using \$SKINNING without defining.\n";
- }
-
-# X360TBD: needed for compressed vertex format
-# if ( $g_x360 )
-# {
-# &AllocateRegister( \$userData );
-# ; remap compressed range [0..1] to [-1..1]
-# mad $userData, $vUserData, $cTwo, -$cOne
-# }
-
- if( $SKINNING == 0 )
- {
- ;
- ; 0 bone skinning (13 instructions)
- ;
- ; Transform position + normal + tangentS + tangentT into world space
- dp4 $worldPos.x, $vPos, $cModel0
- dp4 $worldPos.y, $vPos, $cModel1
- dp4 $worldPos.z, $vPos, $cModel2
- mov $worldPos.w, $cOne
-
- ; normal
- dp3 $worldNormal.x, $vNormal, $cModel0
- dp3 $worldNormal.y, $vNormal, $cModel1
- dp3 $worldNormal.z, $vNormal, $cModel2
-
-# X360TBD: needed for compressed vertex format
-# if ( $g_x360 )
-# {
-# ; tangents
-# dp3 $worldTangentS.x, $userData, $cModel0
-# dp3 $worldTangentS.y, $userData, $cModel1
-# dp3 $worldTangentS.z, $userData, $cModel2
-#
-# ; calculate tangent t via cross( N, S ) * S[3]
-# &Cross( $worldTangentT, $worldNormal, $worldTangentS );
-# mul $worldTangentT.xyz, $userData.w, $worldTangentT.xyz
-# }
-# else
- {
- ; tangents
- dp3 $worldTangentS.x, $vUserData, $cModel0
- dp3 $worldTangentS.y, $vUserData, $cModel1
- dp3 $worldTangentS.z, $vUserData, $cModel2
-
- ; calculate tangent t via cross( N, S ) * S[3]
- &Cross( $worldTangentT, $worldNormal, $worldTangentS );
- mul $worldTangentT.xyz, $vUserData.w, $worldTangentT.xyz
- }
- }
- else
- {
- local( $boneIndices );
- local( $blendedMatrix0 );
- local( $blendedMatrix1 );
- local( $blendedMatrix2 );
- &AllocateRegister( \$boneIndices );
- &AllocateRegister( \$blendedMatrix0 );
- &AllocateRegister( \$blendedMatrix1 );
- &AllocateRegister( \$blendedMatrix2 );
-
- ; Transform position into world space using all bones
- ; denormalize d3dcolor to matrix index
- mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index
- if ( $g_x360 )
- {
- mov $boneIndices, $boneIndices.zyxw
- }
-
- ; r11 = boneindices at this point
- ; first matrix
- mov a0.x, $boneIndices.z
- mul $blendedMatrix0, $vBoneWeights.x, c[a0.x]
- mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1]
- mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2]
- ; second matrix
- mov a0.x, $boneIndices.y
- mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2
-
- ; Calculate third weight
- ; compute 1-(weight1+weight2) to calculate weight2
- ; Use $boneIndices.w as a temp since we aren't using it for anything.
- add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y
- sub $boneIndices.w, $cOne, $boneIndices.w
-
- ; third matrix
- mov a0.x, $boneIndices.x
- mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2
-
- ; position
- dp4 $worldPos.x, $vPos, $blendedMatrix0
- dp4 $worldPos.y, $vPos, $blendedMatrix1
- dp4 $worldPos.z, $vPos, $blendedMatrix2
- mov $worldPos.w, $cOne
-
- ; normal
- dp3 $worldNormal.x, $vNormal, $blendedMatrix0
- dp3 $worldNormal.y, $vNormal, $blendedMatrix1
- dp3 $worldNormal.z, $vNormal, $blendedMatrix2
-
-# X360TBD: needed for compressed vertex format
-# if ( $g_x360 )
-# {
-# ; tangents
-# dp3 $worldTangentS.x, $userData, $blendedMatrix0
-# dp3 $worldTangentS.y, $userData, $blendedMatrix1
-# dp3 $worldTangentS.z, $userData, $blendedMatrix2
-#
-# ; calculate tangent t via cross( N, S ) * S[3]
-# &Cross( $worldTangentT, $worldNormal, $worldTangentS );
-# mul $worldTangentT.xyz, $userData.w, $worldTangentT.xyz
-# }
-# else
- {
- ; tangents
- dp3 $worldTangentS.x, $vUserData, $blendedMatrix0
- dp3 $worldTangentS.y, $vUserData, $blendedMatrix1
- dp3 $worldTangentS.z, $vUserData, $blendedMatrix2
-
- ; calculate tangent t via cross( N, S ) * S[3]
- &Cross( $worldTangentT, $worldNormal, $worldTangentS );
- mul $worldTangentT.xyz, $vUserData.w, $worldTangentT.xyz
- }
-
- &FreeRegister( \$boneIndices );
- &FreeRegister( \$blendedMatrix0 );
- &FreeRegister( \$blendedMatrix1 );
- &FreeRegister( \$blendedMatrix2 );
- }
-
-# X360TBD: needed for compressed vertex format
-# if ( $g_x360 )
-# {
-# &FreeRegister( \$userData );
-# }
-}
-
-sub ColorClamp
-{
- ; ColorClamp; stomps $color.w
- local( $color ) = shift;
- local( $dst ) = shift;
-
- ; Get the max of RGB and stick it in W
- max $color.w, $color.x, $color.y
- max $color.w, $color.w, $color.z
-
- ; get the greater of one and the max color.
- max $color.w, $color.w, $cOne
-
- rcp $color.w, $color.w
- mul $dst.xyz, $color.w, $color.xyz
-}
-
-sub AmbientLight
-{
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- ; Ambient lighting
- &AllocateRegister( \$nSquared );
- &AllocateRegister( \$isNegative );
-
- mul $nSquared.xyz, $worldNormal.xyz, $worldNormal.xyz ; compute n times n
- slt $isNegative.xyz, $worldNormal.xyz, $cZero ; Figure out whether each component is >0
- mov a0.x, $isNegative.x
- if( $add )
- {
- mad $linearColor.xyz, $nSquared.x, c[a0.x + $cAmbientColorPosXOffset], $linearColor ; $linearColor = normal[0]*normal[0] * box color of appropriate x side
- }
- else
- {
- mul $linearColor.xyz, $nSquared.x, c[a0.x + $cAmbientColorPosXOffset] ; $linearColor = normal[0]*normal[0] * box color of appropriate x side
- }
- mov a0.x, $isNegative.y
- mad $linearColor.xyz, $nSquared.y, c[a0.x + $cAmbientColorPosYOffset], $linearColor
- mov a0.x, $isNegative.z
- mad $linearColor.xyz, $nSquared.z, c[a0.x + $cAmbientColorPosZOffset], $linearColor
-
- &FreeRegister( \$isNegative );
- &FreeRegister( \$nSquared );
-}
-
-sub DirectionalLight
-{
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- &AllocateRegister( \$nDotL ); # FIXME: This only needs to be a scalar
-
- ; NOTE: Gotta use -l here, since light direction = -l
- ; DIRECTIONAL LIGHT
- ; compute n dot l
- dp3 $nDotL.x, -c[a0.x + 1], $worldNormal
-
- if ( $HALF_LAMBERT == 0 )
- {
- ; lambert
- max $nDotL.x, $nDotL.x, c0.x ; Clamp to zero
- }
- elsif ( $HALF_LAMBERT == 1 )
- {
- ; half-lambert
- mad $nDotL.x, $nDotL.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5)^2
- mul $nDotL.x, $nDotL.x, $nDotL.x
- }
- else
- {
- die "\$HALF_LAMBERT is hosed\n";
- }
-
- if( $add )
- {
- mad $linearColor.xyz, c[a0.x], $nDotL.x, $linearColor
- }
- else
- {
- mul $linearColor.xyz, c[a0.x], $nDotL.x
- }
-
- &FreeRegister( \$nDotL );
-}
-
-sub PointLight
-{
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- local( $lightDir );
- &AllocateRegister( \$lightDir );
-
- ; POINT LIGHT
- ; compute light direction
- sub $lightDir, c[a0.x+2], $worldPos
-
- local( $lightDistSquared );
- local( $ooLightDist );
- &AllocateRegister( \$lightDistSquared );
- &AllocateRegister( \$ooLightDist );
-
- ; normalize light direction, maintain temporaries for attenuation
- dp3 $lightDistSquared, $lightDir, $lightDir
- rsq $ooLightDist, $lightDistSquared.x
- mul $lightDir, $lightDir, $ooLightDist.x
-
- local( $attenuationFactors );
- &AllocateRegister( \$attenuationFactors );
-
- ; compute attenuation amount (r2 = 'd*d d*d d*d d*d', r3 = '1/d 1/d 1/d 1/d')
- dst $attenuationFactors, $lightDistSquared, $ooLightDist ; r4 = ( 1, d, d*d, 1/d )
- &FreeRegister( \$lightDistSquared );
- &FreeRegister( \$ooLightDist );
- local( $attenuation );
- &AllocateRegister( \$attenuation );
- dp3 $attenuation, $attenuationFactors, c[a0.x+4] ; r3 = atten0 + d * atten1 + d*d * atten2
-
- rcp $lightDir.w, $attenuation ; $lightDir.w = 1 / (atten0 + d * atten1 + d*d * atten2)
-
- &FreeRegister( \$attenuationFactors );
- &FreeRegister( \$attenuation );
-
- local( $tmp );
- &AllocateRegister( \$tmp ); # FIXME : really only needs to be a scalar
-
- ; compute n dot l, fold in distance attenutation
- dp3 $tmp.x, $lightDir, $worldNormal
-
- if ( $HALF_LAMBERT == 0 )
- {
- ; lambert
- max $tmp.x, $tmp.x, c0.x ; Clamp to zero
- }
- elsif ( $HALF_LAMBERT == 1 )
- {
- ; half-lambert
- mad $tmp.x, $tmp.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5)^2
- mul $tmp.x, $tmp.x, $tmp.x
- }
- else
- {
- die "\$HALF_LAMBERT is hosed\n";
- }
-
- mul $tmp.x, $tmp.x, $lightDir.w
- if( $add )
- {
- mad $linearColor.xyz, c[a0.x], $tmp.x, $linearColor
- }
- else
- {
- mul $linearColor.xyz, c[a0.x], $tmp.x
- }
-
- &FreeRegister( \$lightDir );
- &FreeRegister( \$tmp ); # FIXME : really only needs to be a scalar
-}
-
-sub SpotLight
-{
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- local( $lightDir );
- &AllocateRegister( \$lightDir );
-
- ; SPOTLIGHT
- ; compute light direction
- sub $lightDir, c[a0.x+2], $worldPos
-
- local( $lightDistSquared );
- local( $ooLightDist );
- &AllocateRegister( \$lightDistSquared );
- &AllocateRegister( \$ooLightDist );
-
- ; normalize light direction, maintain temporaries for attenuation
- dp3 $lightDistSquared, $lightDir, $lightDir
- rsq $ooLightDist, $lightDistSquared.x
- mul $lightDir, $lightDir, $ooLightDist.x
-
- local( $attenuationFactors );
- &AllocateRegister( \$attenuationFactors );
-
- ; compute attenuation amount (r2 = 'd*d d*d d*d d*d', r3 = '1/d 1/d 1/d 1/d')
- dst $attenuationFactors, $lightDistSquared, $ooLightDist ; r4 = ( 1, d, d*d, 1/d )
-
- &FreeRegister( \$lightDistSquared );
- &FreeRegister( \$ooLightDist );
- local( $attenuation ); &AllocateRegister( \$attenuation );
-
- dp3 $attenuation, $attenuationFactors, c[a0.x+4] ; r3 = atten0 + d * atten1 + d*d * atten2
- rcp $lightDir.w, $attenuation ; r1.w = 1 / (atten0 + d * atten1 + d*d * atten2)
-
- &FreeRegister( \$attenuationFactors );
- &FreeRegister( \$attenuation );
-
- local( $litSrc ); &AllocateRegister( \$litSrc );
- local( $tmp ); &AllocateRegister( \$tmp ); # FIXME - only needs to be scalar
-
- ; compute n dot l
- dp3 $litSrc.x, $worldNormal, $lightDir
-
- if ( $HALF_LAMBERT == 0 )
- {
- ; lambert
- max $litSrc.x, $litSrc.x, c0.x ; Clamp to zero
- }
- elsif ( $HALF_LAMBERT == 1 )
- {
- ; half-lambert
- mad $litSrc.x, $litSrc.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5) ^ 2
- mul $litSrc.x, $litSrc.x, $litSrc.x
- }
- else
- {
- die "\$HALF_LAMBERT is hosed\n";
- }
-
- ; compute angular attenuation
- dp3 $tmp.x, c[a0.x+1], -$lightDir ; dot = -delta * spot direction
- sub $litSrc.y, $tmp.x, c[a0.x+3].z ; r2.y = dot - stopdot2
- &FreeRegister( \$tmp );
- mul $litSrc.y, $litSrc.y, c[a0.x+3].w ; r2.y = (dot - stopdot2) / (stopdot - stopdot2)
- mov $litSrc.w, c[a0.x+3].x ; r2.w = exponent
- local( $litDst ); &AllocateRegister( \$litDst );
- lit $litDst, $litSrc ; r3.y = N dot L or 0, whichever is bigger
- &FreeRegister( \$litSrc );
- ; r3.z = pow((dot - stopdot2) / (stopdot - stopdot2), exponent)
- min $litDst.z, $litDst.z, $cOne ; clamp pow() to 1
-
- local( $tmp1 ); &AllocateRegister( \$tmp1 );
- local( $tmp2 ); &AllocateRegister( \$tmp2 ); # FIXME - could be scalar
-
- ; fold in distance attenutation with other factors
- mul $tmp1, c[a0.x], $lightDir.w
- mul $tmp2.x, $litDst.y, $litDst.z
- if( $add )
- {
- mad $linearColor.xyz, $tmp1, $tmp2.x, $linearColor
- }
- else
- {
- mul $linearColor.xyz, $tmp1, $tmp2.x
- }
-
- &FreeRegister( \$lightDir );
- &FreeRegister( \$litDst );
- &FreeRegister( \$tmp1 );
- &FreeRegister( \$tmp2 );
-}
-
-sub DoLight
-{
- local( $lightType ) = shift;
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- if( $lightType eq "spot" )
- {
- &SpotLight( $worldPos, $worldNormal, $linearColor, $add );
- }
- elsif( $lightType eq "point" )
- {
- &PointLight( $worldPos, $worldNormal, $linearColor, $add );
- }
- elsif( $lightType eq "directional" )
- {
- &DirectionalLight( $worldNormal, $linearColor, $add );
- }
- else
- {
- die "don't know about light type \"$lightType\"\n";
- }
-}
-
-sub DoLighting
-{
- if( !defined $LIGHT_COMBO )
- {
- die "DoLighting called without using \$LIGHT_COMBO\n";
- }
- if ( !defined $HALF_LAMBERT )
- {
- die "DoLighting called without using \$HALF_LAMBERT\n";
- }
-
- my $staticLightType = $g_staticLightTypeArray[$LIGHT_COMBO];
- my $ambientLightType = $g_ambientLightTypeArray[$LIGHT_COMBO];
- my $localLightType1 = $g_localLightType1Array[$LIGHT_COMBO];
- my $localLightType2 = $g_localLightType2Array[$LIGHT_COMBO];
-
-# print "\$staticLightType = $staticLightType\n";
-# print "\$ambientLightType = $ambientLightType\n";
-# print "\$localLightType1 = $localLightType1\n";
-# print "\$localLightType2 = $localLightType2\n";
-
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
-
- ; special case for no lighting
- if( $staticLightType eq "none" && $ambientLightType eq "none" &&
- $localLightType1 eq "none" && $localLightType2 eq "none" )
- {
- ; Have to write something here since debug d3d runtime will barf otherwise.
- mov oD0, $cOne
- return;
- }
-
- ; special case for static lighting only
- ; Don't need to bother converting to linear space in this case.
- if( $staticLightType eq "static" && $ambientLightType eq "none" &&
- $localLightType1 eq "none" && $localLightType2 eq "none" )
- {
- mov oD0, $vSpecular
- return;
- }
-
- alloc $linearColor
- alloc $gammaColor
-
- local( $add ) = 0;
- if( $staticLightType eq "static" )
- {
- ; The static lighting comes in in gamma space and has also been premultiplied by $cOverbrightFactor
- ; need to get it into
- ; linear space so that we can do adds.
- rcp $gammaColor.w, $cOverbrightFactor
- mul $gammaColor.xyz, $vSpecular, $gammaColor.w
- &GammaToLinear( $gammaColor, $linearColor );
- $add = 1;
- }
-
- if( $ambientLightType eq "ambient" )
- {
- &AmbientLight( $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- if( $localLightType1 ne "none" )
- {
- mov a0.x, $cLight0Offset
- &DoLight( $localLightType1, $worldPos, $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- if( $localLightType2 ne "none" )
- {
- mov a0.x, $cLight1Offset
- &DoLight( $localLightType2, $worldPos, $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- ;------------------------------------------------------------------------------
- ; Output color (gamma correction)
- ;------------------------------------------------------------------------------
-
- &LinearToGamma( $linearColor, $gammaColor );
- if( 0 )
- {
- mul oD0.xyz, $gammaColor.xyz, $cOverbrightFactor
- }
- else
- {
- mul $gammaColor.xyz, $gammaColor.xyz, $cOverbrightFactor
- &ColorClamp( $gammaColor, "oD0" );
- }
-
-; mov oD0.xyz, $linearColor
- mov oD0.w, $cOne ; make sure all components are defined
-
- free $linearColor
- free $gammaColor
-}
-
-sub DoDynamicLightingToLinear
-{
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
-
- if( !defined $LIGHT_COMBO )
- {
- die "DoLighting called without using \$LIGHT_COMBO\n";
- }
- if ( !defined $HALF_LAMBERT )
- {
- die "DoLighting called without using \$HALF_LAMBERT\n";
- }
-
- my $staticLightType = $g_staticLightTypeArray[$LIGHT_COMBO];
- my $ambientLightType = $g_ambientLightTypeArray[$LIGHT_COMBO];
- my $localLightType1 = $g_localLightType1Array[$LIGHT_COMBO];
- my $localLightType2 = $g_localLightType2Array[$LIGHT_COMBO];
-
- # No lights at all. . note that we don't even consider static lighting here.
- if( $ambientLightType eq "none" &&
- $localLightType1 eq "none" && $localLightType2 eq "none" )
- {
- mov $linearColor, $cZero
- return;
- }
-
- local( $add ) = 0;
- if( $ambientLightType eq "ambient" )
- {
- &AmbientLight( $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- if( $localLightType1 ne "none" )
- {
- mov a0.x, $cLight0Offset
- &DoLight( $localLightType1, $worldPos, $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- if( $localLightType2 ne "none" )
- {
- mov a0.x, $cLight1Offset
- &DoLight( $localLightType2, $worldPos, $worldNormal, $linearColor, $add );
- $add = 1;
- }
-}
-
-sub NotImplementedYet
-{
- &AllocateRegister( \$projPos );
- dp4 $projPos.x, $worldPos, $cViewProj0
- dp4 $projPos.y, $worldPos, $cViewProj1
- dp4 $projPos.z, $worldPos, $cViewProj2
- dp4 $projPos.w, $worldPos, $cViewProj3
- mov oPos, $projPos
- &FreeRegister( \$projPos );
- exit;
-}
+;------------------------------------ +; RULES FOR AUTHORING VERTEX SHADERS: +;------------------------------------ +; - never use "def" . . .set constants in code instead. . our constant shadowing will break otherwise. +; (same goes for pixel shaders) +; - use cN notation instead of c[N] notation. .makes grepping for registers easier. +; The only exception is c[a0.x+blah] where you have no choice. +$g_NumRegisters = 12; + +; NOTE: These must match the same values in vsh_prep.pl! +$vPos = "v0"; +$vBoneWeights = "v1"; +$vBoneIndices = "v2"; +$vNormal = "v3"; +$vColor = "v5"; +$vSpecular = "v6"; +$vTexCoord0 = "v7"; +$vTexCoord1 = "v8"; +$vTexCoord2 = "v9"; +$vTexCoord3 = "v10"; +$vTangentS = "v11"; +$vTangentT = "v12"; +$vUserData = "v14"; + +if( $g_dx9 ) +{ + if( $g_usesPos ) + { + dcl_position $vPos; + } + + if( $g_usesBoneWeights ) + { + dcl_blendweight $vBoneWeights; + } + if( $g_usesBoneIndices ) + { + dcl_blendindices $vBoneIndices; + } + if( $g_usesNormal ) + { + dcl_normal $vNormal; + } + if( $g_usesColor ) + { + dcl_color0 $vColor; + } + if( $g_usesSpecular ) + { + dcl_color1 $vSpecular; + } + if( $g_usesTexCoord0 ) + { + dcl_texcoord0 $vTexCoord0; + } + if( $g_usesTexCoord1 ) + { + dcl_texcoord1 $vTexCoord1; + } + if( $g_usesTexCoord2 ) + { + dcl_texcoord2 $vTexCoord2; + } + if( $g_usesTexCoord3 ) + { + dcl_texcoord3 $vTexCoord3; + } + if( $g_usesTangentS ) + { + dcl_tangent $vTangentS; + } + if( $g_usesTangentT ) + { + dcl_binormal0 $vTangentT; + } + if( $g_usesUserData ) + { + dcl_tangent $vUserData; + } +} + +# NOTE: These should match g_LightCombinations in vertexshaderdx8.cpp! +# NOTE: Leave this on single lines or shit might blow up. +@g_staticLightTypeArray = ( "none", "static", "none", "none", "none", "none", "none", "none", "none", "none", "none", "none", "static", "static", "static", "static", "static", "static", "static", "static", "static", "static" ); +@g_ambientLightTypeArray = ( "none", "none", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient" ); +@g_localLightType1Array = ( "none", "none", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional" ); +@g_localLightType2Array = ( "none", "none", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional" ); + +$cConstants0 = "c0"; +$cZero = "c0.x"; +$cOne = "c0.y"; +$cTwo = "c0.z"; +$cHalf = "c0.w"; + +$cConstants1 = "c1"; +$cOOGamma = "c1.x"; # 1/2.2 +$cOtherOverbrightFactor = "c1.y"; # overbright +$cOneThird = "c1.z"; # 1/3 +$cOverbrightFactor = "c1.w"; # 1/overbright + +$cEyePos = "c2"; +$cWaterZ = "c2.w"; +$cEyePosWaterZ = "c2"; + +$cLightIndex = "c3"; +$cLight0Offset = "c3.x"; # 27 +$cLight1Offset = "c3.y"; # 32 +$cColorToIntScale = "c3.z"; # matrix array offset = 3.0f * 255.0f + 0.01 (epsilon ensures floor yields desired result) +$cModel0Index = "c3.w"; # base for start of skinning matrices + +; NOTE: These must match the same values in vsh_prep.pl! +$cModelViewProj0 = "c4"; +$cModelViewProj1 = "c5"; +$cModelViewProj2 = "c6"; +$cModelViewProj3 = "c7"; + +$cViewProj0 = "c8"; +$cViewProj1 = "c9"; +$cViewProj2 = "c10"; +$cViewProj3 = "c11"; + +; currently unused +; c12, c13 + +$SHADER_SPECIFIC_CONST_10 = "c14"; +$SHADER_SPECIFIC_CONST_11 = "c15"; + +$cFogParams = "c16"; +$cFogEndOverFogRange = "c16.x"; +$cFogOne = "c16.y"; +$cFogMaxDensity = "c16.z"; +$cOOFogRange = "c16.w"; # (1/(fogEnd-fogStart)) + +$cViewModel0 = "c17"; +$cViewModel1 = "c18"; +$cViewModel2 = "c19"; +$cViewModel3 = "c20"; + +$cAmbientColorPosX = "c21"; +$cAmbientColorNegX = "c22"; +$cAmbientColorPosY = "c23"; +$cAmbientColorNegY = "c24"; +$cAmbientColorPosZ = "c25"; +$cAmbientColorNegZ = "c26"; + +$cAmbientColorPosXOffset = "21"; +$cAmbientColorPosYOffset = "23"; +$cAmbientColorPosZOffset = "25"; + +$cLight0DiffColor = "c27"; +$cLight0Dir = "c28"; +$cLight0Pos = "c29"; +$cLight0SpotParams = "c30"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2) +$cLight0Atten = "c31"; # [ constant, linear, quadratic, 0.0f ] + +$cLight1DiffColor = "c32"; +$cLight1Dir = "c33"; +$cLight1Pos = "c34"; +$cLight1SpotParams = "c35"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2) +$cLight1Atten = "c36"; # [ constant, linear, quadratic, 0.0f ] + +$cModulationColor = "c37"; + +$SHADER_SPECIFIC_CONST_0 = "c38"; +$SHADER_SPECIFIC_CONST_1 = "c39"; +$SHADER_SPECIFIC_CONST_2 = "c40"; +$SHADER_SPECIFIC_CONST_3 = "c41"; +$SHADER_SPECIFIC_CONST_4 = "c42"; +$SHADER_SPECIFIC_CONST_5 = "c43"; +$SHADER_SPECIFIC_CONST_6 = "c44"; +$SHADER_SPECIFIC_CONST_7 = "c45"; +$SHADER_SPECIFIC_CONST_8 = "c46"; +$SHADER_SPECIFIC_CONST_9 = "c47"; +; $SHADER_SPECIFIC_CONST_10 is c14 +; $SHADER_SPECIFIC_CONST_11 is c15 + +; There are 16 model matrices for skinning +; NOTE: These must match the same values in vsh_prep.pl! +$cModel0 = "c48"; +$cModel1 = "c49"; +$cModel2 = "c50"; + +sub OutputUsedRegisters +{ + local( $i ); + ; USED REGISTERS + for( $i = 0; $i < $g_NumRegisters; $i++ ) + { + if( $g_allocated[$i] ) + { + ; $g_allocatedname[$i] = r$i + } + } + ; +} + +sub AllocateRegister +{ + local( *reg ) = shift; + local( $regname ) = shift; + local( $i ); + for( $i = 0; $i < $g_NumRegisters; $i++ ) + { + if( !$g_allocated[$i] ) + { + $g_allocated[$i] = 1; + $g_allocatedname[$i] = $regname; + ; AllocateRegister $regname = r$i + $reg = "r$i"; + &OutputUsedRegisters(); + return; + } + } + ; Out of registers allocating $regname! + $reg = "rERROR_OUT_OF_REGISTERS"; + &OutputUsedRegisters(); +} + +; pass in a reference to a var that contains a register. . ie \$var where var will constain "r1", etc +sub FreeRegister +{ + local( *reg ) = shift; + local( $regname ) = shift; + ; FreeRegister $regname = $reg + if( $reg =~ m/rERROR_DEALLOCATED/ ) + { + ; $regname already deallocated + ; $reg = "rALREADY_DEALLOCATED"; + &OutputUsedRegisters(); + return; + } +; if( $regname ne g_allocatedname[$reg] ) +; { +; ; Error freeing $reg +; mov compileerror, freed unallocated register $regname +; } + + if( ( $reg =~ m/r(.*)/ ) ) + { + $g_allocated[$1] = 0; + } + $reg = "rERROR_DEALLOCATED"; + &OutputUsedRegisters(); +} + +sub CheckUnfreedRegisters() +{ + local( $i ); + for( $i = 0; $i < $g_NumRegisters; $i++ ) + { + if( $g_allocated[$i] ) + { + print "ERROR: r$i allocated to $g_allocatedname[$i] at end of program\n"; + $g_allocated[$i] = 0; + } + } +} + +sub Normalize +{ + local( $r ) = shift; + dp3 $r.w, $r, $r + rsq $r.w, $r.w + mul $r, $r, $r.w +} + +sub Cross +{ + local( $result ) = shift; + local( $a ) = shift; + local( $b ) = shift; + + mul $result.xyz, $a.yzx, $b.zxy + mad $result.xyz, -$b.yzx, $a.zxy, $result +} + +sub RangeFog +{ + local( $projPos ) = shift; + + ;------------------------------ + ; Regular range fog + ;------------------------------ + + ; oFog.x = 1.0f = no fog + ; oFog.x = 0.0f = full fog + ; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start)) + ; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start) + ; which can be expressed with a single mad instruction! + + ; Compute |projPos| + local( $tmp ); + &AllocateRegister( \$tmp ); + dp3 $tmp.x, $projPos.xyw, $projPos.xyw + rsq $tmp.x, $tmp.x + rcp $tmp.x, $tmp.x + + if( $g_dx9 ) + { + mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange + min $tmp, $tmp, $cOne + max oFog, $tmp.x, $cFogMaxDensity + } + else + { + mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange + min $tmp, $tmp, $cOne + max oFog.x, $tmp.x, $cFogMaxDensity + } + &FreeRegister( \$tmp ); +} + +sub DepthFog +{ + local( $projPos ) = shift; + local( $dest ) = shift; + + if ( $dest eq "" ) + { + $dest = "oFog"; + } + + ;------------------------------ + ; Regular range fog + ;------------------------------ + + ; oFog.x = 1.0f = no fog + ; oFog.x = 0.0f = full fog + ; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start)) + ; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start) + ; which can be expressed with a single mad instruction! + + ; Compute |projPos| + local( $tmp ); + &AllocateRegister( \$tmp ); + + if( $g_dx9 ) + { + mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange + min $tmp, $tmp, $cOne + max $dest, $tmp.x, $cFogMaxDensity + } + else + { + mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange + min $tmp, $tmp, $cOne + max $dest.x, $tmp.x, $cFogMaxDensity + } + + &FreeRegister( \$tmp ); +} + +sub WaterRangeFog +{ + ; oFog.x = 1.0f = no fog + ; oFog.x = 0.0f = full fog + + ; only $worldPos.z is used out of worldPos + local( $worldPos ) = shift; + local( $projPos ) = shift; + + local( $tmp ); + &AllocateRegister( \$tmp ); + + ; This is simple similar triangles. Imagine a line passing from the point directly vertically + ; and another line passing from the point to the eye position. + ; Let d = total distance from point to the eye + ; Let h = vertical distance from the point to the eye + ; Let hw = vertical distance from the point to the water surface + ; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye + ; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h. + ; d = |projPos|, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for + + ; Now, tmp.x = hw, and tmp.y = h + add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z + + ; if $tmp.x < 0, then set it to 0 + ; This is the equivalent of moving the vert to the water surface if it's above the water surface + max $tmp.x, $tmp.x, $cZero + + ; Compute 1 / |projPos| = 1/d + dp3 $tmp.z, $projPos.xyw, $projPos.xyw + rsq $tmp.z, $tmp.z + + ; Now we have h/d + mul $tmp.z, $tmp.z, $tmp.y + + ; Now we have d/h + rcp $tmp.w, $tmp.z + + ; We finally have d * hw / h + ; $tmp.w is now the distance that we see through water. + mul $tmp.w, $tmp.x, $tmp.w + + if( $g_dx9 ) + { + mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne + min $tmp, $tmp, $cOne + max oFog, $tmp.x, $cFogMaxDensity + } + else + { + mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne + min $tmp, $tmp, $cOne + max oFog.x, $tmp.x, $cFogMaxDensity + } + + &FreeRegister( \$tmp ); +} + +sub WaterDepthFog +{ + ; oFog.x = 1.0f = no fog + ; oFog.x = 0.0f = full fog + + ; only $worldPos.z is used out of worldPos + local( $worldPos ) = shift; + local( $projPos ) = shift; + local( $dest ) = shift; + + if ( $dest eq "" ) + { + $dest = "oFog"; + } + + local( $tmp ); + &AllocateRegister( \$tmp ); + + ; This is simple similar triangles. Imagine a line passing from the point directly vertically + ; and another line passing from the point to the eye position. + ; Let d = total distance from point to the eye + ; Let h = vertical distance from the point to the eye + ; Let hw = vertical distance from the point to the water surface + ; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye + ; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h. + ; d = projPos.w, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for + + ; Now, tmp.x = hw, and tmp.y = h + add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z + + ; if $tmp.x < 0, then set it to 0 + ; This is the equivalent of moving the vert to the water surface if it's above the water surface + max $tmp.x, $tmp.x, $cZero + + ; Now we have 1/h + rcp $tmp.z, $tmp.y + + ; Now we have d/h + mul $tmp.w, $projPos.w, $tmp.z + + ; We finally have d * hw / h + ; $tmp.w is now the distance that we see through water. + mul $tmp.w, $tmp.x, $tmp.w + + if( $g_dx9 ) + { + mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne + min $tmp, $tmp, $cOne + max $dest, $tmp.x, $cZero + } + else + { + mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne + min $tmp, $tmp, $cOne + max $dest.x, $tmp.x, $cZero + } + + &FreeRegister( \$tmp ); +} + + +;------------------------------------------------------------------------------ +; Main fogging routine +;------------------------------------------------------------------------------ +sub CalcFog +{ + if( !defined $DOWATERFOG ) + { + die "CalcFog called without using \$DOWATERFOG\n"; + } + my $fogType; + if( $DOWATERFOG == 0 ) + { + $fogType = "rangefog"; + } + else + { + $fogType = "heightfog"; + } + +# print "\$fogType = $fogType\n"; + + ; CalcFog + local( $worldPos ) = shift; + local( $projPos ) = shift; + local( $dest ) = shift; + + if ( $dest eq "" ) + { + $dest = "oFog"; + } + + if( $fogType eq "rangefog" ) + { + &DepthFog( $projPos, $dest ); + } + elsif( $fogType eq "heightfog" ) + { + &WaterDepthFog( $worldPos, $projPos, $dest ); + } + else + { + die; + } +} + +sub CalcRangeFog +{ + ; CalcFog + local( $worldPos ) = shift; + local( $projPos ) = shift; + + if( $DOWATERFOG == 0 ) + { + &RangeFog( $projPos ); + } + elsif( $DOWATERFOG == 1 ) + { + &WaterRangeFog( $worldPos, $projPos ); + } + else + { + die; + } +} + +sub GammaToLinear +{ + local( $gamma ) = shift; + local( $linear ) = shift; + + local( $tmp ); + &AllocateRegister( \$tmp ); + + ; Is rcp more expensive than just storing 2.2 somewhere and doing a mov? + rcp $gamma.w, $cOOGamma ; $gamma.w = 2.2 + lit $linear.z, $gamma.zzzw ; r0.z = linear blue + lit $tmp.z, $gamma.yyyw ; r2.z = linear green + mov $linear.y, $tmp.z ; r0.y = linear green + lit $tmp.z, $gamma.xxxw ; r2.z = linear red + mov $linear.x, $tmp.z ; r0.x = linear red + + &FreeRegister( \$tmp ); +} + +sub LinearToGamma +{ + local( $linear ) = shift; + local( $gamma ) = shift; + + local( $tmp ); + &AllocateRegister( \$tmp ); + + mov $linear.w, $cOOGamma ; $linear.w = 1.0/2.2 + lit $gamma.z, $linear.zzzw ; r0.z = gamma blue + lit $tmp.z, $linear.yyyw ; r2.z = gamma green + mov $gamma.y, $tmp.z ; r0.y = gamma green + lit $tmp.z, $linear.xxxw ; r2.z = gamma red + mov $gamma.x, $tmp.z ; r0.x = gamma red + + &FreeRegister( \$tmp ); +} + +sub ComputeReflectionVector +{ + local( $worldPos ) = shift; + local( $worldNormal ) = shift; + local( $reflectionVector ) = shift; + + local( $vertToEye ); &AllocateRegister( \$vertToEye ); + local( $tmp ); &AllocateRegister( \$tmp ); + + ; compute reflection vector r = 2 * (n dot v) n - v + sub $vertToEye.xyz, $cEyePos.xyz, $worldPos ; $tmp1 = v = c - p + dp3 $tmp, $worldNormal, $vertToEye ; $tmp = n dot v + mul $tmp.xyz, $tmp.xyz, $worldNormal ; $tmp = (n dot v ) n + mad $reflectionVector.xyz, $tmp, $cTwo, -$vertToEye + + &FreeRegister( \$vertToEye ); + &FreeRegister( \$tmp ); +} + +sub ComputeSphereMapTexCoords +{ + local( $reflectionVector ) = shift; + local( $sphereMapTexCoords ) = shift; + + local( $tmp ); &AllocateRegister( \$tmp ); + + ; transform reflection vector into view space + dp3 $tmp.x, $reflectionVector, $cViewModel0 + dp3 $tmp.y, $reflectionVector, $cViewModel1 + dp3 $tmp.z, $reflectionVector, $cViewModel2 + + ; generate <rx ry rz+1> + add $tmp.z, $tmp.z, $cOne + + ; find 1 / the length of r2 + dp3 $tmp.w, $tmp, $tmp + rsq $tmp.w, $tmp.w + + ; r1 = r2/|r2| + 1 + mad $tmp.xy, $tmp.w, $tmp, $cOne + mul $sphereMapTexCoords.xy, $tmp.xy, $cHalf + + &FreeRegister( \$tmp ); +} + +sub SkinPosition +{ +# print "\$SKINNING = $SKINNING\n"; + local( $worldPos ) = shift; + + if( !defined $SKINNING ) + { + die "using \$SKINNING without defining.\n"; + } + + if( $SKINNING == 0 ) + { + ; + ; 0 bone skinning (4 instructions) + ; + ; Transform position into world space + ; position + dp4 $worldPos.x, $vPos, $cModel0 + dp4 $worldPos.y, $vPos, $cModel1 + dp4 $worldPos.z, $vPos, $cModel2 + mov $worldPos.w, $cOne + } + else + { + ; + ; 3 bone skinning (19 instructions) + ; + local( $boneIndices ); + local( $blendedMatrix0 ); + local( $blendedMatrix1 ); + local( $blendedMatrix2 ); + local( $localPos ); + &AllocateRegister( \$boneIndices ); + &AllocateRegister( \$blendedMatrix0 ); + &AllocateRegister( \$blendedMatrix1 ); + &AllocateRegister( \$blendedMatrix2 ); + + ; Transform position into world space using all bones + ; denormalize d3dcolor to matrix index + mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index + if ( $g_x360 ) + { + mov $boneIndices, $boneIndices.zyxw + } + + ; r11 = boneindices at this point + ; first matrix + mov a0.x, $boneIndices.z + mul $blendedMatrix0, $vBoneWeights.x, c[a0.x] + mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1] + mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2] + ; second matrix + mov a0.x, $boneIndices.y + mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0 + mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1 + mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2 + + ; Calculate third weight + ; compute 1-(weight1+weight2) to calculate weight2 + ; Use $boneIndices.w as a temp since we aren't using it for anything. + add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y + sub $boneIndices.w, $cOne, $boneIndices.w + + ; third matrix + mov a0.x, $boneIndices.x + mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0 + mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1 + mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2 + + dp4 $worldPos.x, $vPos, $blendedMatrix0 + dp4 $worldPos.y, $vPos, $blendedMatrix1 + dp4 $worldPos.z, $vPos, $blendedMatrix2 + mov $worldPos.w, $cOne + + &FreeRegister( \$boneIndices ); + &FreeRegister( \$blendedMatrix0 ); + &FreeRegister( \$blendedMatrix1 ); + &FreeRegister( \$blendedMatrix2 ); + } +} + + +sub SkinPositionAndNormal +{ +# print "\$SKINNING = $SKINNING\n"; + local( $worldPos ) = shift; + local( $worldNormal ) = shift; + + if( !defined $SKINNING ) + { + die "using \$SKINNING without defining.\n"; + } + + if( $SKINNING == 0 ) + { + ; + ; 0 bone skinning (13 instructions) + ; + ; Transform position + normal + tangentS + tangentT into world space + ; position + dp4 $worldPos.x, $vPos, $cModel0 + dp4 $worldPos.y, $vPos, $cModel1 + dp4 $worldPos.z, $vPos, $cModel2 + mov $worldPos.w, $cOne + ; normal + dp3 $worldNormal.x, $vNormal, $cModel0 + dp3 $worldNormal.y, $vNormal, $cModel1 + dp3 $worldNormal.z, $vNormal, $cModel2 + } + else + { + local( $boneIndices ); + local( $blendedMatrix0 ); + local( $blendedMatrix1 ); + local( $blendedMatrix2 ); + local( $localPos ); + local( $localNormal ); + local( $normalLength ); + local( $ooNormalLength ); + &AllocateRegister( \$boneIndices ); + &AllocateRegister( \$blendedMatrix0 ); + &AllocateRegister( \$blendedMatrix1 ); + &AllocateRegister( \$blendedMatrix2 ); + + ; Transform position into world space using all bones + ; denormalize d3dcolor to matrix index + mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index + if ( $g_x360 ) + { + mov $boneIndices, $boneIndices.zyxw + } + + ; r11 = boneindices at this point + ; first matrix + mov a0.x, $boneIndices.z + mul $blendedMatrix0, $vBoneWeights.x, c[a0.x] + mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1] + mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2] + ; second matrix + mov a0.x, $boneIndices.y + mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0 + mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1 + mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2 + + ; Calculate third weight + ; compute 1-(weight1+weight2) to calculate weight2 + ; Use $boneIndices.w as a temp since we aren't using it for anything. + add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y + sub $boneIndices.w, $cOne, $boneIndices.w + + ; third matrix + mov a0.x, $boneIndices.x + mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0 + mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1 + mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2 + + dp4 $worldPos.x, $vPos, $blendedMatrix0 + dp4 $worldPos.y, $vPos, $blendedMatrix1 + dp4 $worldPos.z, $vPos, $blendedMatrix2 + mov $worldPos.w, $cOne + + ; normal + dp3 $worldNormal.x, $vNormal, $blendedMatrix0 + dp3 $worldNormal.y, $vNormal, $blendedMatrix1 + dp3 $worldNormal.z, $vNormal, $blendedMatrix2 + + &FreeRegister( \$boneIndices ); + &FreeRegister( \$blendedMatrix0 ); + &FreeRegister( \$blendedMatrix1 ); + &FreeRegister( \$blendedMatrix2 ); + } +} + +sub SkinPositionNormalAndTangentSpace +{ +# print "\$SKINNING = $SKINNING\n"; + local( $worldPos ) = shift; + local( $worldNormal ) = shift; + local( $worldTangentS ) = shift; + local( $worldTangentT ) = shift; + local( $userData ); + local( $localPos ); + local( $localNormal ); + local( $normalLength ); + local( $ooNormalLength ); + + if( !defined $SKINNING ) + { + die "using \$SKINNING without defining.\n"; + } + +# X360TBD: needed for compressed vertex format +# if ( $g_x360 ) +# { +# &AllocateRegister( \$userData ); +# ; remap compressed range [0..1] to [-1..1] +# mad $userData, $vUserData, $cTwo, -$cOne +# } + + if( $SKINNING == 0 ) + { + ; + ; 0 bone skinning (13 instructions) + ; + ; Transform position + normal + tangentS + tangentT into world space + dp4 $worldPos.x, $vPos, $cModel0 + dp4 $worldPos.y, $vPos, $cModel1 + dp4 $worldPos.z, $vPos, $cModel2 + mov $worldPos.w, $cOne + + ; normal + dp3 $worldNormal.x, $vNormal, $cModel0 + dp3 $worldNormal.y, $vNormal, $cModel1 + dp3 $worldNormal.z, $vNormal, $cModel2 + +# X360TBD: needed for compressed vertex format +# if ( $g_x360 ) +# { +# ; tangents +# dp3 $worldTangentS.x, $userData, $cModel0 +# dp3 $worldTangentS.y, $userData, $cModel1 +# dp3 $worldTangentS.z, $userData, $cModel2 +# +# ; calculate tangent t via cross( N, S ) * S[3] +# &Cross( $worldTangentT, $worldNormal, $worldTangentS ); +# mul $worldTangentT.xyz, $userData.w, $worldTangentT.xyz +# } +# else + { + ; tangents + dp3 $worldTangentS.x, $vUserData, $cModel0 + dp3 $worldTangentS.y, $vUserData, $cModel1 + dp3 $worldTangentS.z, $vUserData, $cModel2 + + ; calculate tangent t via cross( N, S ) * S[3] + &Cross( $worldTangentT, $worldNormal, $worldTangentS ); + mul $worldTangentT.xyz, $vUserData.w, $worldTangentT.xyz + } + } + else + { + local( $boneIndices ); + local( $blendedMatrix0 ); + local( $blendedMatrix1 ); + local( $blendedMatrix2 ); + &AllocateRegister( \$boneIndices ); + &AllocateRegister( \$blendedMatrix0 ); + &AllocateRegister( \$blendedMatrix1 ); + &AllocateRegister( \$blendedMatrix2 ); + + ; Transform position into world space using all bones + ; denormalize d3dcolor to matrix index + mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index + if ( $g_x360 ) + { + mov $boneIndices, $boneIndices.zyxw + } + + ; r11 = boneindices at this point + ; first matrix + mov a0.x, $boneIndices.z + mul $blendedMatrix0, $vBoneWeights.x, c[a0.x] + mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1] + mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2] + ; second matrix + mov a0.x, $boneIndices.y + mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0 + mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1 + mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2 + + ; Calculate third weight + ; compute 1-(weight1+weight2) to calculate weight2 + ; Use $boneIndices.w as a temp since we aren't using it for anything. + add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y + sub $boneIndices.w, $cOne, $boneIndices.w + + ; third matrix + mov a0.x, $boneIndices.x + mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0 + mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1 + mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2 + + ; position + dp4 $worldPos.x, $vPos, $blendedMatrix0 + dp4 $worldPos.y, $vPos, $blendedMatrix1 + dp4 $worldPos.z, $vPos, $blendedMatrix2 + mov $worldPos.w, $cOne + + ; normal + dp3 $worldNormal.x, $vNormal, $blendedMatrix0 + dp3 $worldNormal.y, $vNormal, $blendedMatrix1 + dp3 $worldNormal.z, $vNormal, $blendedMatrix2 + +# X360TBD: needed for compressed vertex format +# if ( $g_x360 ) +# { +# ; tangents +# dp3 $worldTangentS.x, $userData, $blendedMatrix0 +# dp3 $worldTangentS.y, $userData, $blendedMatrix1 +# dp3 $worldTangentS.z, $userData, $blendedMatrix2 +# +# ; calculate tangent t via cross( N, S ) * S[3] +# &Cross( $worldTangentT, $worldNormal, $worldTangentS ); +# mul $worldTangentT.xyz, $userData.w, $worldTangentT.xyz +# } +# else + { + ; tangents + dp3 $worldTangentS.x, $vUserData, $blendedMatrix0 + dp3 $worldTangentS.y, $vUserData, $blendedMatrix1 + dp3 $worldTangentS.z, $vUserData, $blendedMatrix2 + + ; calculate tangent t via cross( N, S ) * S[3] + &Cross( $worldTangentT, $worldNormal, $worldTangentS ); + mul $worldTangentT.xyz, $vUserData.w, $worldTangentT.xyz + } + + &FreeRegister( \$boneIndices ); + &FreeRegister( \$blendedMatrix0 ); + &FreeRegister( \$blendedMatrix1 ); + &FreeRegister( \$blendedMatrix2 ); + } + +# X360TBD: needed for compressed vertex format +# if ( $g_x360 ) +# { +# &FreeRegister( \$userData ); +# } +} + +sub ColorClamp +{ + ; ColorClamp; stomps $color.w + local( $color ) = shift; + local( $dst ) = shift; + + ; Get the max of RGB and stick it in W + max $color.w, $color.x, $color.y + max $color.w, $color.w, $color.z + + ; get the greater of one and the max color. + max $color.w, $color.w, $cOne + + rcp $color.w, $color.w + mul $dst.xyz, $color.w, $color.xyz +} + +sub AmbientLight +{ + local( $worldNormal ) = shift; + local( $linearColor ) = shift; + local( $add ) = shift; + + ; Ambient lighting + &AllocateRegister( \$nSquared ); + &AllocateRegister( \$isNegative ); + + mul $nSquared.xyz, $worldNormal.xyz, $worldNormal.xyz ; compute n times n + slt $isNegative.xyz, $worldNormal.xyz, $cZero ; Figure out whether each component is >0 + mov a0.x, $isNegative.x + if( $add ) + { + mad $linearColor.xyz, $nSquared.x, c[a0.x + $cAmbientColorPosXOffset], $linearColor ; $linearColor = normal[0]*normal[0] * box color of appropriate x side + } + else + { + mul $linearColor.xyz, $nSquared.x, c[a0.x + $cAmbientColorPosXOffset] ; $linearColor = normal[0]*normal[0] * box color of appropriate x side + } + mov a0.x, $isNegative.y + mad $linearColor.xyz, $nSquared.y, c[a0.x + $cAmbientColorPosYOffset], $linearColor + mov a0.x, $isNegative.z + mad $linearColor.xyz, $nSquared.z, c[a0.x + $cAmbientColorPosZOffset], $linearColor + + &FreeRegister( \$isNegative ); + &FreeRegister( \$nSquared ); +} + +sub DirectionalLight +{ + local( $worldNormal ) = shift; + local( $linearColor ) = shift; + local( $add ) = shift; + + &AllocateRegister( \$nDotL ); # FIXME: This only needs to be a scalar + + ; NOTE: Gotta use -l here, since light direction = -l + ; DIRECTIONAL LIGHT + ; compute n dot l + dp3 $nDotL.x, -c[a0.x + 1], $worldNormal + + if ( $HALF_LAMBERT == 0 ) + { + ; lambert + max $nDotL.x, $nDotL.x, c0.x ; Clamp to zero + } + elsif ( $HALF_LAMBERT == 1 ) + { + ; half-lambert + mad $nDotL.x, $nDotL.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5)^2 + mul $nDotL.x, $nDotL.x, $nDotL.x + } + else + { + die "\$HALF_LAMBERT is hosed\n"; + } + + if( $add ) + { + mad $linearColor.xyz, c[a0.x], $nDotL.x, $linearColor + } + else + { + mul $linearColor.xyz, c[a0.x], $nDotL.x + } + + &FreeRegister( \$nDotL ); +} + +sub PointLight +{ + local( $worldPos ) = shift; + local( $worldNormal ) = shift; + local( $linearColor ) = shift; + local( $add ) = shift; + + local( $lightDir ); + &AllocateRegister( \$lightDir ); + + ; POINT LIGHT + ; compute light direction + sub $lightDir, c[a0.x+2], $worldPos + + local( $lightDistSquared ); + local( $ooLightDist ); + &AllocateRegister( \$lightDistSquared ); + &AllocateRegister( \$ooLightDist ); + + ; normalize light direction, maintain temporaries for attenuation + dp3 $lightDistSquared, $lightDir, $lightDir + rsq $ooLightDist, $lightDistSquared.x + mul $lightDir, $lightDir, $ooLightDist.x + + local( $attenuationFactors ); + &AllocateRegister( \$attenuationFactors ); + + ; compute attenuation amount (r2 = 'd*d d*d d*d d*d', r3 = '1/d 1/d 1/d 1/d') + dst $attenuationFactors, $lightDistSquared, $ooLightDist ; r4 = ( 1, d, d*d, 1/d ) + &FreeRegister( \$lightDistSquared ); + &FreeRegister( \$ooLightDist ); + local( $attenuation ); + &AllocateRegister( \$attenuation ); + dp3 $attenuation, $attenuationFactors, c[a0.x+4] ; r3 = atten0 + d * atten1 + d*d * atten2 + + rcp $lightDir.w, $attenuation ; $lightDir.w = 1 / (atten0 + d * atten1 + d*d * atten2) + + &FreeRegister( \$attenuationFactors ); + &FreeRegister( \$attenuation ); + + local( $tmp ); + &AllocateRegister( \$tmp ); # FIXME : really only needs to be a scalar + + ; compute n dot l, fold in distance attenutation + dp3 $tmp.x, $lightDir, $worldNormal + + if ( $HALF_LAMBERT == 0 ) + { + ; lambert + max $tmp.x, $tmp.x, c0.x ; Clamp to zero + } + elsif ( $HALF_LAMBERT == 1 ) + { + ; half-lambert + mad $tmp.x, $tmp.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5)^2 + mul $tmp.x, $tmp.x, $tmp.x + } + else + { + die "\$HALF_LAMBERT is hosed\n"; + } + + mul $tmp.x, $tmp.x, $lightDir.w + if( $add ) + { + mad $linearColor.xyz, c[a0.x], $tmp.x, $linearColor + } + else + { + mul $linearColor.xyz, c[a0.x], $tmp.x + } + + &FreeRegister( \$lightDir ); + &FreeRegister( \$tmp ); # FIXME : really only needs to be a scalar +} + +sub SpotLight +{ + local( $worldPos ) = shift; + local( $worldNormal ) = shift; + local( $linearColor ) = shift; + local( $add ) = shift; + + local( $lightDir ); + &AllocateRegister( \$lightDir ); + + ; SPOTLIGHT + ; compute light direction + sub $lightDir, c[a0.x+2], $worldPos + + local( $lightDistSquared ); + local( $ooLightDist ); + &AllocateRegister( \$lightDistSquared ); + &AllocateRegister( \$ooLightDist ); + + ; normalize light direction, maintain temporaries for attenuation + dp3 $lightDistSquared, $lightDir, $lightDir + rsq $ooLightDist, $lightDistSquared.x + mul $lightDir, $lightDir, $ooLightDist.x + + local( $attenuationFactors ); + &AllocateRegister( \$attenuationFactors ); + + ; compute attenuation amount (r2 = 'd*d d*d d*d d*d', r3 = '1/d 1/d 1/d 1/d') + dst $attenuationFactors, $lightDistSquared, $ooLightDist ; r4 = ( 1, d, d*d, 1/d ) + + &FreeRegister( \$lightDistSquared ); + &FreeRegister( \$ooLightDist ); + local( $attenuation ); &AllocateRegister( \$attenuation ); + + dp3 $attenuation, $attenuationFactors, c[a0.x+4] ; r3 = atten0 + d * atten1 + d*d * atten2 + rcp $lightDir.w, $attenuation ; r1.w = 1 / (atten0 + d * atten1 + d*d * atten2) + + &FreeRegister( \$attenuationFactors ); + &FreeRegister( \$attenuation ); + + local( $litSrc ); &AllocateRegister( \$litSrc ); + local( $tmp ); &AllocateRegister( \$tmp ); # FIXME - only needs to be scalar + + ; compute n dot l + dp3 $litSrc.x, $worldNormal, $lightDir + + if ( $HALF_LAMBERT == 0 ) + { + ; lambert + max $litSrc.x, $litSrc.x, c0.x ; Clamp to zero + } + elsif ( $HALF_LAMBERT == 1 ) + { + ; half-lambert + mad $litSrc.x, $litSrc.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5) ^ 2 + mul $litSrc.x, $litSrc.x, $litSrc.x + } + else + { + die "\$HALF_LAMBERT is hosed\n"; + } + + ; compute angular attenuation + dp3 $tmp.x, c[a0.x+1], -$lightDir ; dot = -delta * spot direction + sub $litSrc.y, $tmp.x, c[a0.x+3].z ; r2.y = dot - stopdot2 + &FreeRegister( \$tmp ); + mul $litSrc.y, $litSrc.y, c[a0.x+3].w ; r2.y = (dot - stopdot2) / (stopdot - stopdot2) + mov $litSrc.w, c[a0.x+3].x ; r2.w = exponent + local( $litDst ); &AllocateRegister( \$litDst ); + lit $litDst, $litSrc ; r3.y = N dot L or 0, whichever is bigger + &FreeRegister( \$litSrc ); + ; r3.z = pow((dot - stopdot2) / (stopdot - stopdot2), exponent) + min $litDst.z, $litDst.z, $cOne ; clamp pow() to 1 + + local( $tmp1 ); &AllocateRegister( \$tmp1 ); + local( $tmp2 ); &AllocateRegister( \$tmp2 ); # FIXME - could be scalar + + ; fold in distance attenutation with other factors + mul $tmp1, c[a0.x], $lightDir.w + mul $tmp2.x, $litDst.y, $litDst.z + if( $add ) + { + mad $linearColor.xyz, $tmp1, $tmp2.x, $linearColor + } + else + { + mul $linearColor.xyz, $tmp1, $tmp2.x + } + + &FreeRegister( \$lightDir ); + &FreeRegister( \$litDst ); + &FreeRegister( \$tmp1 ); + &FreeRegister( \$tmp2 ); +} + +sub DoLight +{ + local( $lightType ) = shift; + local( $worldPos ) = shift; + local( $worldNormal ) = shift; + local( $linearColor ) = shift; + local( $add ) = shift; + + if( $lightType eq "spot" ) + { + &SpotLight( $worldPos, $worldNormal, $linearColor, $add ); + } + elsif( $lightType eq "point" ) + { + &PointLight( $worldPos, $worldNormal, $linearColor, $add ); + } + elsif( $lightType eq "directional" ) + { + &DirectionalLight( $worldNormal, $linearColor, $add ); + } + else + { + die "don't know about light type \"$lightType\"\n"; + } +} + +sub DoLighting +{ + if( !defined $LIGHT_COMBO ) + { + die "DoLighting called without using \$LIGHT_COMBO\n"; + } + if ( !defined $HALF_LAMBERT ) + { + die "DoLighting called without using \$HALF_LAMBERT\n"; + } + + my $staticLightType = $g_staticLightTypeArray[$LIGHT_COMBO]; + my $ambientLightType = $g_ambientLightTypeArray[$LIGHT_COMBO]; + my $localLightType1 = $g_localLightType1Array[$LIGHT_COMBO]; + my $localLightType2 = $g_localLightType2Array[$LIGHT_COMBO]; + +# print "\$staticLightType = $staticLightType\n"; +# print "\$ambientLightType = $ambientLightType\n"; +# print "\$localLightType1 = $localLightType1\n"; +# print "\$localLightType2 = $localLightType2\n"; + + local( $worldPos ) = shift; + local( $worldNormal ) = shift; + + ; special case for no lighting + if( $staticLightType eq "none" && $ambientLightType eq "none" && + $localLightType1 eq "none" && $localLightType2 eq "none" ) + { + ; Have to write something here since debug d3d runtime will barf otherwise. + mov oD0, $cOne + return; + } + + ; special case for static lighting only + ; Don't need to bother converting to linear space in this case. + if( $staticLightType eq "static" && $ambientLightType eq "none" && + $localLightType1 eq "none" && $localLightType2 eq "none" ) + { + mov oD0, $vSpecular + return; + } + + alloc $linearColor + alloc $gammaColor + + local( $add ) = 0; + if( $staticLightType eq "static" ) + { + ; The static lighting comes in in gamma space and has also been premultiplied by $cOverbrightFactor + ; need to get it into + ; linear space so that we can do adds. + rcp $gammaColor.w, $cOverbrightFactor + mul $gammaColor.xyz, $vSpecular, $gammaColor.w + &GammaToLinear( $gammaColor, $linearColor ); + $add = 1; + } + + if( $ambientLightType eq "ambient" ) + { + &AmbientLight( $worldNormal, $linearColor, $add ); + $add = 1; + } + + if( $localLightType1 ne "none" ) + { + mov a0.x, $cLight0Offset + &DoLight( $localLightType1, $worldPos, $worldNormal, $linearColor, $add ); + $add = 1; + } + + if( $localLightType2 ne "none" ) + { + mov a0.x, $cLight1Offset + &DoLight( $localLightType2, $worldPos, $worldNormal, $linearColor, $add ); + $add = 1; + } + + ;------------------------------------------------------------------------------ + ; Output color (gamma correction) + ;------------------------------------------------------------------------------ + + &LinearToGamma( $linearColor, $gammaColor ); + if( 0 ) + { + mul oD0.xyz, $gammaColor.xyz, $cOverbrightFactor + } + else + { + mul $gammaColor.xyz, $gammaColor.xyz, $cOverbrightFactor + &ColorClamp( $gammaColor, "oD0" ); + } + +; mov oD0.xyz, $linearColor + mov oD0.w, $cOne ; make sure all components are defined + + free $linearColor + free $gammaColor +} + +sub DoDynamicLightingToLinear +{ + local( $worldPos ) = shift; + local( $worldNormal ) = shift; + local( $linearColor ) = shift; + + if( !defined $LIGHT_COMBO ) + { + die "DoLighting called without using \$LIGHT_COMBO\n"; + } + if ( !defined $HALF_LAMBERT ) + { + die "DoLighting called without using \$HALF_LAMBERT\n"; + } + + my $staticLightType = $g_staticLightTypeArray[$LIGHT_COMBO]; + my $ambientLightType = $g_ambientLightTypeArray[$LIGHT_COMBO]; + my $localLightType1 = $g_localLightType1Array[$LIGHT_COMBO]; + my $localLightType2 = $g_localLightType2Array[$LIGHT_COMBO]; + + # No lights at all. . note that we don't even consider static lighting here. + if( $ambientLightType eq "none" && + $localLightType1 eq "none" && $localLightType2 eq "none" ) + { + mov $linearColor, $cZero + return; + } + + local( $add ) = 0; + if( $ambientLightType eq "ambient" ) + { + &AmbientLight( $worldNormal, $linearColor, $add ); + $add = 1; + } + + if( $localLightType1 ne "none" ) + { + mov a0.x, $cLight0Offset + &DoLight( $localLightType1, $worldPos, $worldNormal, $linearColor, $add ); + $add = 1; + } + + if( $localLightType2 ne "none" ) + { + mov a0.x, $cLight1Offset + &DoLight( $localLightType2, $worldPos, $worldNormal, $linearColor, $add ); + $add = 1; + } +} + +sub NotImplementedYet +{ + &AllocateRegister( \$projPos ); + dp4 $projPos.x, $worldPos, $cViewProj0 + dp4 $projPos.y, $worldPos, $cViewProj1 + dp4 $projPos.z, $worldPos, $cViewProj2 + dp4 $projPos.w, $worldPos, $cViewProj3 + mov oPos, $projPos + &FreeRegister( \$projPos ); + exit; +} diff --git a/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt b/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt index 8ebd79dd..a24577ec 100644 --- a/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt +++ b/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt @@ -1,16 +1,16 @@ -//
-// Standard shaders collection
-//
-// These shaders are compiled as the following shader models:
-// _ps20.vcs
-// _ps20b.vcs
-// _vs20.vcs
-//
-
-example_model_ps20b.fxc
-example_model_vs20.fxc
-
-SDK_Bloom_ps2x.fxc
-SDK_screenspaceeffect_vs20.fxc
-
-SDK_bloomadd_ps2x.fxc
+// +// Standard shaders collection +// +// These shaders are compiled as the following shader models: +// _ps20.vcs +// _ps20b.vcs +// _vs20.vcs +// + +example_model_ps20b.fxc +example_model_vs20.fxc + +SDK_Bloom_ps2x.fxc +SDK_screenspaceeffect_vs20.fxc + +SDK_bloomadd_ps2x.fxc diff --git a/mp/src/materialsystem/stdshaders/stdshader_dx9_30.txt b/mp/src/materialsystem/stdshaders/stdshader_dx9_30.txt index 5a09a37b..071b6a1a 100644 --- a/mp/src/materialsystem/stdshaders/stdshader_dx9_30.txt +++ b/mp/src/materialsystem/stdshaders/stdshader_dx9_30.txt @@ -1,10 +1,10 @@ -//
-// vs 3.0 ps 3.0 shaders collection
-//
-// These shaders are forced to compile as shader model 3.0
-// using the new compiler.
-// _ps30.vcs
-// _vs30.vcs
-//
-
-// There are no examples of such shaders in the SDK, but add yours here.
+// +// vs 3.0 ps 3.0 shaders collection +// +// These shaders are forced to compile as shader model 3.0 +// using the new compiler. +// _ps30.vcs +// _vs30.vcs +// + +// There are no examples of such shaders in the SDK, but add yours here. |