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authorJoe Ludwig <[email protected]>2013-12-23 14:58:45 -0800
committerJoe Ludwig <[email protected]>2013-12-23 15:00:03 -0800
commit7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch)
treead65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /sp/src/materialsystem/stdshaders/teeth_bump_vs20.fxc
parentMerge pull request #182 from ardneran/master (diff)
downloadsource-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz
source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip
Added many shader source files
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'sp/src/materialsystem/stdshaders/teeth_bump_vs20.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/teeth_bump_vs20.fxc152
1 files changed, 152 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/teeth_bump_vs20.fxc b/sp/src/materialsystem/stdshaders/teeth_bump_vs20.fxc
new file mode 100644
index 00000000..1dd834b5
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+++ b/sp/src/materialsystem/stdshaders/teeth_bump_vs20.fxc
@@ -0,0 +1,152 @@
+//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
+
+// STATIC: "INTRO" "0..1"
+// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+// DYNAMIC: "STATIC_LIGHT" "0..1"
+// DYNAMIC: "MORPHING" "0..1" [vs30]
+// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
+
+// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
+// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
+
+#include "vortwarp_vs20_helper.h"
+
+static const int g_FogType = DOWATERFOG;
+static const bool g_bSkinning = SKINNING ? true : false;
+
+const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_0 );
+#if INTRO
+const float4 const4 : register( SHADER_SPECIFIC_CONST_1 );
+#define g_Time const4.w
+#define modelOrigin const4.xyz
+#endif
+
+#ifdef SHADER_MODEL_VS_3_0
+// NOTE: cMorphTargetTextureDim.xy = target dimensions,
+// cMorphTargetTextureDim.z = 4tuples/morph
+const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
+const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
+
+sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
+#endif
+
+struct VS_INPUT
+{
+ // This is all of the stuff that we ever use.
+ float4 vPos : POSITION;
+ float4 vBoneWeights : BLENDWEIGHT;
+ float4 vBoneIndices : BLENDINDICES;
+ float4 vNormal : NORMAL;
+ float2 vTexCoord0 : TEXCOORD0;
+ float4 vUserData : TANGENT; // Sign for cross product in w
+
+ // Position and normal/tangent deltas
+ float3 vPosFlex : POSITION1;
+ float3 vNormalFlex : NORMAL1;
+#ifdef SHADER_MODEL_VS_3_0
+ float vVertexID : POSITION2;
+#endif
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION;
+#if !defined( _X360 )
+ float fog : FOG;
+#endif
+ float2 baseTexCoord : TEXCOORD0;
+ float4 worldVertToEyeVector_Darkening : TEXCOORD1;
+ float3x3 tangentSpaceTranspose : TEXCOORD2;
+ // second row : TEXCOORD3;
+ // third row : TEXCOORD4;
+ float4 worldPos_projPosZ : TEXCOORD5;
+ float2 lightAtten01 : TEXCOORD6;
+ float2 lightAtten23 : TEXCOORD7;
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ float4 vPosition = v.vPos;
+ float3 vNormal;
+ float4 vTangent;
+ DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
+
+#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
+ ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz );
+#else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ),
+ vPosition.xyz, vNormal, vTangent.xyz );
+#endif
+
+ // Perform skinning
+ float3 worldNormal, worldPos, worldTangentS, worldTangentT;
+ SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
+ v.vBoneWeights, v.vBoneIndices, worldPos,
+ worldNormal, worldTangentS, worldTangentT );
+
+#if INTRO
+ WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, worldTangentS, worldTangentT );
+#endif
+
+ // Always normalize since flex path is controlled by runtime
+ // constant not a shader combo and will always generate the normalization
+ worldNormal = normalize( worldNormal );
+ worldTangentS = normalize( worldTangentS );
+ worldTangentT = normalize( worldTangentT );
+
+ // Transform into projection space
+ float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.projPos = vProjPos;
+ vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
+
+ o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
+#if !defined( _X360 )
+ // Set fixed-function fog factor
+ o.fog = CalcFog( worldPos, vProjPos, g_FogType );
+#endif
+ // Needed for specular
+ o.worldVertToEyeVector_Darkening.xyz = cEyePos - worldPos;
+
+ // Special darkening of lights for mouth open/close
+ o.worldVertToEyeVector_Darkening.w = cTeethLighting.w * saturate( dot( worldNormal, cTeethLighting.xyz ) );;
+
+ // Scalar light attenuation (mouth darkening applied in pixel shader)
+#if defined( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
+ o.lightAtten01.xy = float2(0,0);
+ o.lightAtten23.xy = float2(0,0);
+ #if ( NUM_LIGHTS > 0 )
+ o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, false );
+ #endif
+ #if ( NUM_LIGHTS > 1 )
+ o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, false );
+ #endif
+ #if ( NUM_LIGHTS > 2 )
+ o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, false );
+ #endif
+ #if ( NUM_LIGHTS > 3 )
+ o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, false );
+ #endif
+#else
+ o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, true );
+ o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, true );
+ o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, true );
+ o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, true );
+#endif
+
+ o.baseTexCoord = v.vTexCoord0;
+
+ // Tangent space transform
+ o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
+ o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
+ o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
+
+ return o;
+}
+
+