1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
|
// ------------------------------------------------------------------------------
// $cLight0Pos = world space light position
// $SHADER_SPECIFIC_CONST_1 = spotlight projection
// $SHADER_SPECIFIC_CONST_2 = spotlight projection
// $SHADER_SPECIFIC_CONST_3 = spotlight projection
// $SHADER_SPECIFIC_CONST_4 = spotlight projection
// $SHADER_SPECIFIC_CONST_5 = far z
// $SHADER_SPECIFIC_CONST_6 = eyeball origin
// $SHADER_SPECIFIC_CONST_7 = eyeball up * 0.5
// $SHADER_SPECIFIC_CONST_8 = iris projection U
// $SHADER_SPECIFIC_CONST_9 = iris projection V
// ------------------------------------------------------------------------------
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30]
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
const float4 cLightPosition : register( SHADER_SPECIFIC_CONST_0 );
const float4 cSpotlightProj1 : register( SHADER_SPECIFIC_CONST_1 );
const float4 cSpotlightProj2 : register( SHADER_SPECIFIC_CONST_2 );
const float4 cSpotlightProj3 : register( SHADER_SPECIFIC_CONST_3 );
const float4 cSpotlightProj4 : register( SHADER_SPECIFIC_CONST_4 );
const float4 cFlashlighAtten : register( SHADER_SPECIFIC_CONST_5 ); // const, linear, quadratic & farZ
const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_8 );
const float4 cIrisProjectionV : register( SHADER_SPECIFIC_CONST_9 );
#ifdef SHADER_MODEL_VS_3_0
// NOTE: cMorphTargetTextureDim.xy = target dimensions,
// cMorphTargetTextureDim.z = 4tuples/morph
const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 );
const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif
struct VS_INPUT
{
float4 vPos : POSITION; // Position
float4 vBoneWeights : BLENDWEIGHT; // Skin weights
float4 vBoneIndices : BLENDINDICES; // Skin indices
float4 vNormal : NORMAL;
float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
// Position and normal/tangent deltas
float3 vPosFlex : POSITION1;
float3 vNormalFlex : NORMAL1;
#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
float4 spotTexCoord : TEXCOORD0; // Spotlight texture coordinates
float2 baseTexCoord : TEXCOORD1; // Base texture coordinates
float2 irisTexCoord : TEXCOORD3; // Iris texture coordinates
float3 vertAtten : TEXCOORD4; // vertex attenuation
float3 worldPos : TEXCOORD5;
float3 projPosXYZ : TEXCOORD7;
};
float RemapValClamped_01( 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 = ( VS_OUTPUT )0;
float4 vPosition = v.vPos;
float3 vNormal;
DecompressVertex_Normal( v.vNormal, vNormal );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal );
#endif
// Perform skinning
float3 worldNormal, worldPos;
SkinPositionAndNormal(
g_bSkinning,
vPosition, vNormal,
v.vBoneWeights, v.vBoneIndices,
worldPos, worldNormal );
worldNormal = normalize( worldNormal );
// Transform into projection space
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
o.projPosXYZ = projPos.xyz;
o.worldPos = worldPos.xyz;
#if !defined( _X360 )
// Set fixed-function fog factor
o.fog = CalcFog( worldPos, o.projPos, g_FogType );
#endif
// Base texture coordinates
o.baseTexCoord = v.vTexCoord0;
// Spotlight texture coordinates
o.spotTexCoord.x = dot( cSpotlightProj1, float4(worldPos, 1) );
o.spotTexCoord.y = dot( cSpotlightProj2, float4(worldPos, 1) );
o.spotTexCoord.z = dot( cSpotlightProj3, float4(worldPos, 1) );
o.spotTexCoord.w = dot( cSpotlightProj4, float4(worldPos, 1) );
// Compute vector to light
float3 vWorldPosToLightVector = cLightPosition.xyz - worldPos;
float3 vDistAtten = float3(1, 1, 1);
vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector ); // distsquared
vDistAtten.y = rsqrt( vDistAtten.z ); // 1 / dist
float flDist = vDistAtten.z * vDistAtten.y; // dist
vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared
float fFarZ = cFlashlighAtten.w;
float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ );
o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz );
o.vertAtten *= dot( normalize( vWorldPosToLightVector ), worldNormal );
o.irisTexCoord.x = dot( cIrisProjectionU, float4(worldPos, 1) );
o.irisTexCoord.y = dot( cIrisProjectionV, float4(worldPos, 1) );
return o;
}
|