diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc b/sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc new file mode 100644 index 00000000..3a0d059d --- /dev/null +++ b/sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs11.fxc @@ -0,0 +1,122 @@ +//====== 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; +} |