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Diffstat (limited to 'sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc184
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diff --git a/sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc b/sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc
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+++ b/sp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc
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+//====== 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;
+}