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diff --git a/sp/src/materialsystem/stdshaders/Eyes_vs20.fxc b/sp/src/materialsystem/stdshaders/Eyes_vs20.fxc
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+//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
+// $SHADER_SPECIFIC_CONST_0 = eyeball origin
+// $SHADER_SPECIFIC_CONST_1 = eyeball up * 0.5
+// $SHADER_SPECIFIC_CONST_2 = iris projection U
+// $SHADER_SPECIFIC_CONST_3 = iris projection V
+// $SHADER_SPECIFIC_CONST_4 = glint projection U
+// $SHADER_SPECIFIC_CONST_5 = glint projection V
+//=============================================================================
+
+// STATIC: "INTRO" "0..1"
+// STATIC: "HALFLAMBERT" "0..1"
+// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+// DYNAMIC: "DYNAMIC_LIGHT" "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_bSkinning = SKINNING ? true : false;
+static const int g_FogType = DOWATERFOG;
+static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
+
+const float3 cEyeOrigin : register( SHADER_SPECIFIC_CONST_0 );
+const float3 cHalfEyeballUp : register( SHADER_SPECIFIC_CONST_1 );
+const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_2 );
+const float4 cIrisProjectionV : register( SHADER_SPECIFIC_CONST_3 );
+const float4 cGlintProjectionU : register( SHADER_SPECIFIC_CONST_4 );
+const float4 cGlintProjectionV : register( SHADER_SPECIFIC_CONST_5 );
+#if INTRO
+const float4 const4 : register( SHADER_SPECIFIC_CONST_6 );
+#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_7 );
+const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_8 );
+
+sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
+#endif
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION; // Position
+ float4 vBoneWeights : BLENDWEIGHT; // Skin weights
+ float4 vBoneIndices : BLENDINDICES; // Skin indices
+ float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
+
+ float3 vPosFlex : POSITION1; // Delta positions for flexing
+#ifdef SHADER_MODEL_VS_3_0
+ float vVertexID : POSITION2;
+#endif
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION; // Projection-space position
+#if !defined( _X360 )
+ float fog : FOG; // Fixed-function fog factor
+#endif
+ float2 baseTC : TEXCOORD0; // Base texture coordinate
+ float2 irisTC : TEXCOORD1; // Iris texture coordinates
+ float2 glintTC : TEXCOORD2; // Glint texture coordinates
+ float3 vColor : TEXCOORD3; // Vertex-lit color
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o;
+
+ bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
+ bool bStaticLight = STATIC_LIGHT ? true : false;
+
+ float4 vPosition = v.vPos;
+ float3 dummy = v.vPos.xyz; // dummy values that can't be optimized out
+
+#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
+ ApplyMorph( v.vPosFlex, vPosition.xyz );
+#else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, dummy, vPosition.xyz );
+#endif
+
+ // Transform the position and dummy normal (not doing the dummy normal causes invariance issues with the flashlight!)
+ float3 worldNormal, worldPos;
+ SkinPositionAndNormal(
+ g_bSkinning,
+ vPosition, dummy,
+ v.vBoneWeights, v.vBoneIndices,
+ worldPos, worldNormal );
+
+#if INTRO
+ WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, dummy, dummy, dummy );
+#endif
+
+ // 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.xyz, vProjPos.z );
+
+#if !defined( _X360 )
+ // Set fixed-function fog factor
+ o.fog = CalcFog( worldPos, vProjPos, g_FogType );
+#endif
+
+ // Normal = (Pos - Eye origin) - just step on dummy normal created above
+ worldNormal = worldPos - cEyeOrigin;
+
+ // Normal -= 0.5f * (Normal dot Eye Up) * Eye Up
+ float normalDotUp = -dot( worldNormal, cHalfEyeballUp) * 0.5f;
+ worldNormal = normalize(normalDotUp * cHalfEyeballUp + worldNormal);
+
+ // Vertex lighting
+#if ( USE_STATIC_CONTROL_FLOW || defined ( SHADER_MODEL_VS_3_0 ) )
+ o.vColor = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert );
+#else
+ o.vColor = DoLightingUnrolled( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
+#endif
+
+ // Texture 0 is the base texture
+ // Texture 1 is a planar projection used for the iris
+ // Texture 2 is a planar projection used for the glint
+ o.baseTC = v.vTexCoord0;
+ o.irisTC.x = dot( cIrisProjectionU, float4(worldPos, 1) );
+ o.irisTC.y = dot( cIrisProjectionV, float4(worldPos, 1) );
+ o.glintTC.x = dot( cGlintProjectionU, float4(worldPos, 1) );
+ o.glintTC.y = dot( cGlintProjectionV, float4(worldPos, 1) );
+
+ return o;
+}
+
+