diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc | 184 |
1 files changed, 184 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc b/mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc new file mode 100644 index 00000000..7d23bb95 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc @@ -0,0 +1,184 @@ +//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. ======= +// +// Purpose: +// +//============================================================================= + +// STATIC: "NORMALMAP" "0..1" +// STATIC: "WORLDVERTEXTRANSITION" "0..1" +// STATIC: "SEAMLESS" "0..1" +// STATIC: "DETAIL" "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 ); + +#if SEAMLESS +const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_6 ); +#define SEAMLESS_SCALE (SeamlessScale.x) +#endif +const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 ); +const float4 cNormalMapOrDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 ); + +static const int g_FogType = DOWATERFOG; + +struct VS_INPUT +{ + float3 vPos : POSITION; //This HAS to match lightmappedgeneric_vs20.fxc's position input. Otherwise depth fighting errors occur on the 360 + float4 vNormal : NORMAL; + float2 vBaseTexCoord : TEXCOORD0; +#if WORLDVERTEXTRANSITION + float2 vLightmapTexCoord : TEXCOORD1; + float4 vColor : COLOR0; +#endif +#if NORMALMAP + float3 vTangentS : TANGENT; + float3 vTangentT : BINORMAL; +#endif +}; + +struct VS_OUTPUT +{ + float4 projPos : POSITION; +#if !defined( _X360 ) + float fog : FOG; +#endif + + float4 spotTexCoord : TEXCOORD0; + +#if SEAMLESS + float3 SeamlessTexCoord : TEXCOORD1; +#else + float2 baseTexCoord : TEXCOORD1; +#endif + +#if NORMALMAP + float3 tangentPosToLightVector : TEXCOORD2; + float2 normalMapTexCoord : TEXCOORD3; +#else + float3 worldPosToLightVector : TEXCOORD2; + float3 normal : TEXCOORD3; +#endif + + float2 detailCoords : TEXCOORD4; + float4 worldPos_worldTransition : TEXCOORD5; + float3 vProjPos : TEXCOORD6; + float4 fogFactorW : TEXCOORD7; +}; + +float RemapValClamped( float val, float A, float B, float C, float D) +{ + float cVal = (val - A) / (B - A); + cVal = saturate( cVal ); + + return C + (D - C) * cVal; +} + + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o; + + float3 vObjNormal; + DecompressVertex_Normal( v.vNormal, vObjNormal ); + + float4 projPos; + float3 worldPos; + float3 worldNormal; + float3 eyeVector; + + //Projection math HAS to match lightmappedgeneric_vs20.fxc's math exactly. Otherwise depth fighting errors occur on the 360 + projPos = mul( float4( v.vPos, 1 ), cModelViewProj ); + o.projPos = projPos; + o.vProjPos.xyz = projPos.xyw; + + worldPos = mul( float4( v.vPos, 1 ), cModel[0] ); + worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); + + o.worldPos_worldTransition = float4( worldPos.xyz, 1.0f ); + + o.fogFactorW = CalcFog( worldPos, projPos, g_FogType ); +#if !defined( _X360 ) + o.fog = o.fogFactorW.w; +#endif + +#if NORMALMAP + float3 worldTangentS = mul( v.vTangentS, cModel[0] ); + float3 worldTangentT = mul( v.vTangentT, cModel[0] ); +#endif +#if SEAMLESS + float3 vNormal=normalize( worldNormal ); + o.fogFactorW.xyz = vNormal * vNormal; // sums to 1. + o.SeamlessTexCoord = SEAMLESS_SCALE*worldPos; + + // Generate new tangent and binormal with seamless projection + #if NORMALMAP + // Brute-force for prototype - This must match the projection in the pixel shader! + //float3 vVecX = { 1.0f, 0.0f, 0.0f }; + //float3 vVecY = { 0.0f, 1.0f, 0.0f }; + //float3 vVecZ = { 0.0f, 0.0f, 1.0f }; + //worldTangentS.xyz = normalize( ( o.fogFactorW.x * vVecZ.xyz ) + ( o.fogFactorW.y * vVecX.xyz ) + ( o.fogFactorW.z * vVecX.xyz ) ); + //worldTangentT.xyz = normalize( ( o.fogFactorW.x * vVecY.xyz ) + ( o.fogFactorW.y * vVecZ.xyz ) + ( o.fogFactorW.z * vVecY.xyz ) ); + + // Optimized version - This must match the projection in the pixel shader! + worldTangentS.xyz = normalize( float3( o.fogFactorW.y + o.fogFactorW.z, 0.0f, o.fogFactorW.x ) ); + worldTangentT.xyz = normalize( float3( 0.0f, o.fogFactorW.x + o.fogFactorW.z, o.fogFactorW.y ) ); + #endif +#else +#if (SEAMLESS == 0 ) + o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w; + o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w; +#endif +#endif + + float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); + o.spotTexCoord = spotTexCoord.xyzw; + + float3 worldPosToLightVector = g_FlashlightPos - worldPos; +#if NORMALMAP + +#if (DETAIL == 0) + o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w; + o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w; +#else + +#if SEAMLESS + o.normalMapTexCoord = v.vBaseTexCoord; +#else + o.normalMapTexCoord = o.baseTexCoord; +#endif + +#endif + + 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 + +#if DETAIL + o.detailCoords.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w; + o.detailCoords.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w; +#else + o.detailCoords = float2(0,0); +#endif + + //float3 delta = worldPosToLightVector; + //float distSquared = dot( delta, delta ); + //float dist = sqrt( distSquared ); + //float farZ = g_FlashlightAttenuationFactors.w; + //float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f ); + //o.projPos_atten.w = endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ); + //o.projPos_atten.w = saturate( o.projPos_atten.w ); + +#if WORLDVERTEXTRANSITION + o.worldPos_worldTransition.w = v.vColor.w; +#endif + + return o; +} |