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+//======= Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======
+
+// STATIC: "DECAL" "0..1" [vs30]
+// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+// DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC]
+// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
+// 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 "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 );
+const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
+
+#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
+
+
+//-----------------------------------------------------------------------------
+// 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;
+ float4 vColor : COLOR0;
+ float3 vSpecular : COLOR1;
+ // make these float2's and stick the [n n 0 1] in the dot math.
+ float4 vTexCoord0 : TEXCOORD0;
+ float4 vTexCoord1 : TEXCOORD1;
+ float4 vTexCoord2 : TEXCOORD2;
+ float4 vTexCoord3 : TEXCOORD3;
+ float3 vTangentS : TANGENT;
+ float3 vTangentT : BINORMAL;
+ float4 vUserData : TANGENT;
+
+ // Position and normal/tangent deltas
+ float4 vPosFlex : POSITION1;
+ float4 vNormalFlex : NORMAL1;
+
+#ifdef SHADER_MODEL_VS_3_0
+ float vVertexID : POSITION2;
+#endif
+};
+
+struct VS_OUTPUT
+{
+ // Stuff that isn't seen by the pixel shader
+ float4 projPos : POSITION;
+#if !defined( _X360 )
+ float fog : FOG;
+#endif
+ // Stuff that is seen by the pixel shader
+ float4 baseTexCoord : TEXCOORD0; // includes detail tex coord
+ float3 lightAtten : TEXCOORD1;
+ float3 worldVertToEyeVector : TEXCOORD2;
+ float3x3 tangentSpaceTranspose : TEXCOORD3;
+ // second row : TEXCOORD4;
+ // third row : TEXCOORD5;
+ float4 worldPos_atten3 : TEXCOORD6;
+ float4 projPos_fWrinkleWeight : TEXCOORD7;
+};
+
+//-----------------------------------------------------------------------------
+// Main shader entry point
+//-----------------------------------------------------------------------------
+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, o.projPos_fWrinkleWeight.w );
+#else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2,
+ vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w );
+#endif
+
+ // Perform skinning
+ float3 worldNormal, worldPos, worldTangentS, worldTangentT;
+ SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
+ v.vBoneWeights, v.vBoneIndices, worldPos,
+ worldNormal, worldTangentS, worldTangentT );
+
+ // 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 );
+
+#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL
+ // Avoid z precision errors
+ worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
+#endif
+
+ // Transform into projection space
+ float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.projPos = vProjPos;
+ vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
+
+ o.projPos_fWrinkleWeight.xyz = vProjPos.xyz;
+
+#if !defined( _X360 )
+ o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType );
+#endif
+ // Needed for water fog alpha and diffuse lighting
+ // FIXME: we shouldn't have to compute this all the time.
+ o.worldPos_atten3.xyz = worldPos;
+
+ // Needed for specular
+ o.worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
+
+ // Compute bumped lighting
+ // FIXME: We shouldn't have to compute this for unlit materials
+#if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
+ o.lightAtten.xyz = float3(0,0,0);
+ o.worldPos_atten3.w = 0.0f;
+ #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.worldPos_atten3.w = GetVertexAttenForLight( worldPos, 3, false );
+ #endif
+#else
+ o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true );
+ o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true );
+ o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true );
+ o.worldPos_atten3.w = GetVertexAttenForLight( worldPos, 3, true );
+#endif
+
+ // Base texture coordinate transform
+ o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
+ o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
+ o.baseTexCoord.z = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
+ o.baseTexCoord.w = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
+
+ // 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;
+}