mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
185 lines
5.9 KiB
Plaintext
185 lines
5.9 KiB
Plaintext
|
//====== Copyright <20> 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;
|
|||
|
}
|