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//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
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// $SHADER_SPECIFIC_CONST_0 = eyeball origin
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// $SHADER_SPECIFIC_CONST_1 = eyeball up * 0.5
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// $SHADER_SPECIFIC_CONST_2 = iris projection U
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// $SHADER_SPECIFIC_CONST_3 = iris projection V
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// $SHADER_SPECIFIC_CONST_4 = glint projection U
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// $SHADER_SPECIFIC_CONST_5 = glint projection V
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//=============================================================================
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// STATIC: "INTRO" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
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// DYNAMIC: "STATIC_LIGHT" "0..1"
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// DYNAMIC: "MORPHING" "0..1" [vs30]
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
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// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
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#include "vortwarp_vs20_helper.h"
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static const int g_bSkinning = SKINNING ? true : false;
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static const int g_FogType = DOWATERFOG;
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static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
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const float3 cEyeOrigin : register( SHADER_SPECIFIC_CONST_0 );
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const float3 cHalfEyeballUp : register( SHADER_SPECIFIC_CONST_1 );
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const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_2 );
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const float4 cIrisProjectionV : register( SHADER_SPECIFIC_CONST_3 );
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const float4 cGlintProjectionU : register( SHADER_SPECIFIC_CONST_4 );
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const float4 cGlintProjectionV : register( SHADER_SPECIFIC_CONST_5 );
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#if INTRO
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const float4 const4 : register( SHADER_SPECIFIC_CONST_6 );
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#define g_Time const4.w
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#define modelOrigin const4.xyz
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#endif
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#ifdef SHADER_MODEL_VS_3_0
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_7 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_8 );
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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struct VS_INPUT
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{
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float4 vPos : POSITION; // Position
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float4 vBoneWeights : BLENDWEIGHT; // Skin weights
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float4 vBoneIndices : BLENDINDICES; // Skin indices
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float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
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float3 vPosFlex : POSITION1; // Delta positions for flexing
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#ifdef SHADER_MODEL_VS_3_0
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float vVertexID : POSITION2;
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#endif
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION; // Projection-space position
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#if !defined( _X360 )
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float fog : FOG; // Fixed-function fog factor
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#endif
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float2 baseTC : TEXCOORD0; // Base texture coordinate
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float2 irisTC : TEXCOORD1; // Iris texture coordinates
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float2 glintTC : TEXCOORD2; // Glint texture coordinates
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float3 vColor : TEXCOORD3; // Vertex-lit color
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o;
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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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bool bStaticLight = STATIC_LIGHT ? true : false;
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float4 vPosition = v.vPos;
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float3 dummy = v.vPos.xyz; // dummy values that can't be optimized out
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( v.vPosFlex, vPosition.xyz );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, dummy, vPosition.xyz );
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#endif
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// Transform the position and dummy normal (not doing the dummy normal causes invariance issues with the flashlight!)
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float3 worldNormal, worldPos;
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SkinPositionAndNormal(
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g_bSkinning,
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vPosition, dummy,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal );
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#if INTRO
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WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, dummy, dummy, dummy );
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#endif
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// Transform into projection space
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = vProjPos;
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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#if !defined( _X360 )
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// Set fixed-function fog factor
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o.fog = CalcFog( worldPos, vProjPos, g_FogType );
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#endif
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// Normal = (Pos - Eye origin) - just step on dummy normal created above
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worldNormal = worldPos - cEyeOrigin;
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// Normal -= 0.5f * (Normal dot Eye Up) * Eye Up
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float normalDotUp = -dot( worldNormal, cHalfEyeballUp) * 0.5f;
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worldNormal = normalize(normalDotUp * cHalfEyeballUp + worldNormal);
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// Vertex lighting
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#if ( USE_STATIC_CONTROL_FLOW || defined ( SHADER_MODEL_VS_3_0 ) )
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o.vColor = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert );
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#else
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o.vColor = DoLightingUnrolled( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
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#endif
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// Texture 0 is the base texture
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// Texture 1 is a planar projection used for the iris
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// Texture 2 is a planar projection used for the glint
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o.baseTC = v.vTexCoord0;
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o.irisTC.x = dot( cIrisProjectionU, float4(worldPos, 1) );
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o.irisTC.y = dot( cIrisProjectionV, float4(worldPos, 1) );
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o.glintTC.x = dot( cGlintProjectionU, float4(worldPos, 1) );
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o.glintTC.y = dot( cGlintProjectionV, float4(worldPos, 1) );
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return o;
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}
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