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//======= Copyright � 1996-2007, Valve Corporation, All rights reserved. ======
// STATIC: "INTRO" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30]
#include "vortwarp_vs20_helper.h"
static const int g_FogType = DOWATERFOG;
static const bool g_bSkinning = SKINNING ? true : false;
const float4 cFlashlightPosition : 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 cTeethLighting : register( SHADER_SPECIFIC_CONST_8 );
#if INTRO
const float4 const4 : register( SHADER_SPECIFIC_CONST_9 );
#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;
// 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; // Base texture coordinates
float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates
float3 vertAtten : TEXCOORD2; // Distance/spot attenuation
float4 vProjPos : TEXCOORD3; // Projective space position
float3 worldPos : TEXCOORD4; // Necessary for pixel fog
};
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
// Normalize the flexed normal
vNormal.xyz = normalize( vNormal.xyz );
// Transform the position
float3 worldPos, worldNormal;
SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
#if INTRO
float3 dummy = float3( 0.0f, 0.0f, 0.0f );
WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, dummy, dummy );
#endif
// Transform into projection space
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
o.worldPos = worldPos.xyz;
o.vProjPos = o.projPos;
#if !defined( _X360 )
// Set fixed-function fog factor
o.fog = CalcFog( worldPos, o.projPos, g_FogType );
#endif
// 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 = cFlashlightPosition.xyz - worldPos;
float3 vDistAtten = float3(1, 1, 1);
vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector );
vDistAtten.y = rsqrt( vDistAtten.z );
float flDist = vDistAtten.z * vDistAtten.y; // Distance to light
vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared
float fFarZ = cFlashlighAtten.w;
float NdotL = saturate( dot( worldNormal, normalize( vWorldPosToLightVector ) ) );
float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ );
o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz );
// Final attenuation from flashlight only...
float linearAtten = NdotL * dot( vDistAtten, cFlashlighAtten.xyz ) * endFalloffFactor;
// Forward vector
float3 vForward = cTeethLighting.xyz;
float fIllumFactor = cTeethLighting.w;
// Modulate flashlight by mouth darkening
o.vertAtten = linearAtten * fIllumFactor * saturate( dot( worldNormal, vForward ) );
o.baseTexCoord = v.vTexCoord0;
return o;
}
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