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Diffstat (limited to 'mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc')
-rw-r--r--mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc122
1 files changed, 122 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc b/mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc
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+++ b/mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc
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+//====== Copyright � 1996-2007, Valve Corporation, All rights reserved. =======
+//
+// Purpose:
+//
+//=============================================================================
+
+// STATIC: "NORMALMAP" "0..1"
+// STATIC: "WORLDVERTEXTRANSITION" "0..1"
+// STATIC: "VERTEXCOLOR" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+
+#include "common_vs_fxc.h"
+
+const float3 g_FlashlightPos : register( SHADER_SPECIFIC_CONST_0 );
+const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_1 );
+const float4 g_FlashlightAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 );
+
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 );
+const float4 cNormalMapTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 );
+
+static const int g_FogType = DOWATERFOG;
+
+struct VS_INPUT
+{
+ // If this is float4, and the input is float3, the w component default to one.
+ float4 vPos : POSITION;
+ float3 vNormal : NORMAL;
+ float2 vBaseTexCoord : TEXCOORD0;
+#if NORMALMAP
+ float3 vTangentS : TANGENT;
+ float3 vTangentT : BINORMAL;
+#endif
+ float4 vColor : COLOR0;
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION;
+#if !defined( _X360 )
+ float fog : FOG;
+#endif
+ float4 spotTexCoord : TEXCOORD0;
+ float2 baseTexCoord : TEXCOORD1;
+#if NORMALMAP
+ float3 tangentPosToLightVector : TEXCOORD2;
+ float2 normalMapTexCoord : TEXCOORD3;
+#else
+ float3 worldPosToLightVector : TEXCOORD2;
+ float3 normal : TEXCOORD3;
+#endif
+ float4 vertAtten : COLOR0;
+};
+
+float RemapValClamped( float val, float A, float B )
+{
+ float cVal = (val - A) / (B - A);
+ cVal = saturate( cVal );
+ return cVal;
+}
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o;
+
+ float4 projPos;
+ float3 worldPos;
+ float3 worldNormal;
+ float3 eyeVector;
+
+ projPos = mul( v.vPos, cModelViewProj );
+ o.projPos = projPos;
+
+ worldPos = mul( v.vPos, cModel[0] );
+ worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] );
+
+#if NORMALMAP
+ float3 worldTangentS = mul( v.vTangentS, cModel[0] );
+ float3 worldTangentT = mul( v.vTangentT, cModel[0] );
+#endif
+
+#if !defined( _X360 )
+ o.fog = CalcFog( worldPos, projPos, g_FogType );
+#endif
+
+ o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
+ o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
+
+ float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
+ o.spotTexCoord = spotTexCoord.xyzw;
+
+ float3 worldPosToLightVector = g_FlashlightPos - worldPos;
+#if NORMALMAP
+ o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[0] ) + cNormalMapTexCoordTransform[0].w;
+ o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[1] ) + cNormalMapTexCoordTransform[1].w;
+
+ o.tangentPosToLightVector.x = dot( worldPosToLightVector, worldTangentS );
+ o.tangentPosToLightVector.y = dot( worldPosToLightVector, worldTangentT );
+ o.tangentPosToLightVector.z = dot( worldPosToLightVector, worldNormal );
+#else
+ o.worldPosToLightVector = worldPosToLightVector;
+ o.normal = worldNormal;
+#endif
+
+ float3 delta = worldPosToLightVector;
+ float distSquared = dot( delta, delta );
+ float dist = sqrt( distSquared );
+ float farZ = g_FlashlightAttenuationFactors.w;
+ float endFalloffFactor = RemapValClamped( dist, farZ, 0.6 * farZ );
+ o.vertAtten.xyz = saturate( endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) );
+
+#if WORLDVERTEXTRANSITION
+ o.vertAtten.w = 1 - v.vColor.w;
+#else
+#if VERTEXCOLOR
+ o.vertAtten.w = v.vColor.w;
+#else
+ o.vertAtten.w = 1.0f;
+#endif
+#endif
+
+ return o;
+}