aboutsummaryrefslogtreecommitdiff
path: root/mp/src/materialsystem/stdshaders/teeth_bump_vs20.fxc
blob: 1dd834b524f1609bdfbf4a04dfb225daf0ded304 (plain) (blame)
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
146
147
148
149
150
151
152
//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======

//	STATIC: "INTRO"						"0..1"
//  STATIC: "USE_STATIC_CONTROL_FLOW"	"0..1" [vs20]

//	DYNAMIC: "COMPRESSED_VERTS"			"0..1"
//	DYNAMIC: "DOWATERFOG"				"0..1"
//	DYNAMIC: "SKINNING"					"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_FogType			= DOWATERFOG;
static const bool g_bSkinning		= SKINNING ? true : false;

const float4 cTeethLighting			:  register( SHADER_SPECIFIC_CONST_0 );
#if INTRO
const float4 const4	:  register( SHADER_SPECIFIC_CONST_1 );
#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_6 );
const float4 cMorphSubrect					: register( SHADER_SPECIFIC_CONST_7 );

sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif

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;
	float2 vTexCoord0		: TEXCOORD0;
	float4 vUserData		: TANGENT;			// Sign for cross product in w

	// 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;
#if !defined( _X360 )    	
	float  fog								: FOG;
#endif
	float2 baseTexCoord						: TEXCOORD0;
	float4 worldVertToEyeVector_Darkening	: TEXCOORD1;
	float3x3 tangentSpaceTranspose			: TEXCOORD2;
	//	     second row						: TEXCOORD3;
	//	     third row						: TEXCOORD4;
	float4 worldPos_projPosZ				: TEXCOORD5;
	float2 lightAtten01						: TEXCOORD6;
	float2 lightAtten23						: TEXCOORD7;
};

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 );
#else
	ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), 
		vPosition.xyz, vNormal, vTangent.xyz );
#endif

	// Perform skinning
	float3 worldNormal, worldPos, worldTangentS, worldTangentT;
	SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
										v.vBoneWeights, v.vBoneIndices, worldPos,
										worldNormal, worldTangentS, worldTangentT );

#if INTRO
	WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, worldTangentS, worldTangentT );
#endif

	// 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 );

	// 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, vProjPos.z );
#if !defined( _X360 )
	// Set fixed-function fog factor
	o.fog = CalcFog( worldPos, vProjPos, g_FogType );
#endif
	// Needed for specular
	o.worldVertToEyeVector_Darkening.xyz = cEyePos - worldPos;

	// Special darkening of lights for mouth open/close
	o.worldVertToEyeVector_Darkening.w = cTeethLighting.w * saturate( dot( worldNormal, cTeethLighting.xyz ) );;

	// Scalar light attenuation (mouth darkening applied in pixel shader)
#if defined( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
	o.lightAtten01.xy = float2(0,0);
	o.lightAtten23.xy = float2(0,0);
	#if ( NUM_LIGHTS > 0 )
		o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, false );
	#endif
	#if ( NUM_LIGHTS > 1 )
		o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, false );
	#endif
	#if ( NUM_LIGHTS > 2 )
		o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, false );
	#endif
	#if ( NUM_LIGHTS > 3 )
		o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, false );
	#endif
#else
	o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, true );
	o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, true );
	o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, true );
	o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, true );
#endif

	o.baseTexCoord = v.vTexCoord0;

	// 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;
}