mirror of
https://github.com/nillerusr/source-engine.git
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145 lines
4.9 KiB
Plaintext
145 lines
4.9 KiB
Plaintext
// ------------------------------------------------------------------------------
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// $cLight0Pos = world space light position
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// $SHADER_SPECIFIC_CONST_1 = spotlight projection
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// $SHADER_SPECIFIC_CONST_2 = spotlight projection
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// $SHADER_SPECIFIC_CONST_3 = spotlight projection
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// $SHADER_SPECIFIC_CONST_4 = spotlight projection
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// $SHADER_SPECIFIC_CONST_5 = far z
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// $SHADER_SPECIFIC_CONST_6 = eyeball origin
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// $SHADER_SPECIFIC_CONST_7 = eyeball up * 0.5
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// $SHADER_SPECIFIC_CONST_8 = iris projection U
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// $SHADER_SPECIFIC_CONST_9 = iris projection V
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// ------------------------------------------------------------------------------
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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: "MORPHING" "0..1" [vs30]
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const int g_FogType = DOWATERFOG;
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const float4 cLightPosition : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cSpotlightProj1 : register( SHADER_SPECIFIC_CONST_1 );
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const float4 cSpotlightProj2 : register( SHADER_SPECIFIC_CONST_2 );
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const float4 cSpotlightProj3 : register( SHADER_SPECIFIC_CONST_3 );
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const float4 cSpotlightProj4 : register( SHADER_SPECIFIC_CONST_4 );
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const float4 cFlashlighAtten : register( SHADER_SPECIFIC_CONST_5 ); // const, linear, quadratic & farZ
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const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_8 );
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const float4 cIrisProjectionV : register( SHADER_SPECIFIC_CONST_9 );
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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_10 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
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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 vNormal : NORMAL;
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float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
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// Position and normal/tangent deltas
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float3 vPosFlex : POSITION1;
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float3 vNormalFlex : NORMAL1;
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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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float4 spotTexCoord : TEXCOORD0; // Spotlight texture coordinates
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float2 baseTexCoord : TEXCOORD1; // Base texture coordinates
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float2 irisTexCoord : TEXCOORD3; // Iris texture coordinates
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float3 vertAtten : TEXCOORD4; // vertex attenuation
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float3 worldPos : TEXCOORD5;
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float3 projPosXYZ : TEXCOORD7;
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};
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float RemapValClamped_01( float val, float A, float B )
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{
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float cVal = (val - A) / (B - A);
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cVal = saturate( cVal );
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return cVal;
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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 = ( VS_OUTPUT )0;
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float4 vPosition = v.vPos;
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float3 vNormal;
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DecompressVertex_Normal( v.vNormal, vNormal );
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal );
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#endif
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// Perform skinning
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float3 worldNormal, worldPos;
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SkinPositionAndNormal(
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g_bSkinning,
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vPosition, vNormal,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal );
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worldNormal = normalize( worldNormal );
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// Transform into projection space
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float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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o.projPosXYZ = projPos.xyz;
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o.worldPos = worldPos.xyz;
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#if !defined( _X360 )
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// Set fixed-function fog factor
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o.fog = CalcFog( worldPos, o.projPos, g_FogType );
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#endif
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// Base texture coordinates
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o.baseTexCoord = v.vTexCoord0;
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// Spotlight texture coordinates
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o.spotTexCoord.x = dot( cSpotlightProj1, float4(worldPos, 1) );
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o.spotTexCoord.y = dot( cSpotlightProj2, float4(worldPos, 1) );
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o.spotTexCoord.z = dot( cSpotlightProj3, float4(worldPos, 1) );
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o.spotTexCoord.w = dot( cSpotlightProj4, float4(worldPos, 1) );
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// Compute vector to light
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float3 vWorldPosToLightVector = cLightPosition.xyz - worldPos;
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float3 vDistAtten = float3(1, 1, 1);
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vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector ); // distsquared
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vDistAtten.y = rsqrt( vDistAtten.z ); // 1 / dist
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float flDist = vDistAtten.z * vDistAtten.y; // dist
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vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared
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float fFarZ = cFlashlighAtten.w;
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float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ );
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o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz );
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o.vertAtten *= dot( normalize( vWorldPosToLightVector ), worldNormal );
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o.irisTexCoord.x = dot( cIrisProjectionU, float4(worldPos, 1) );
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o.irisTexCoord.y = dot( cIrisProjectionV, float4(worldPos, 1) );
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return o;
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} |