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175 lines
6.1 KiB
Plaintext
175 lines
6.1 KiB
Plaintext
//======= Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======
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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: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "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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// SKIP: $DOWATERFOG
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#include "vortwarp_vs20_helper.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 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 const4 : register( SHADER_SPECIFIC_CONST_4 );
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#define g_Time const4.w
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#define modelOrigin const4.xyz
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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_6 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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//-----------------------------------------------------------------------------
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// Input vertex format
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//-----------------------------------------------------------------------------
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float4 vColor : COLOR0;
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float3 vSpecular : COLOR1;
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// make these float2's and stick the [n n 0 1] in the dot math.
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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float4 vTexCoord2 : TEXCOORD2;
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float4 vTexCoord3 : TEXCOORD3;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vUserData : TANGENT;
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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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//-----------------------------------------------------------------------------
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// Output vertex format
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//-----------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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HALF4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
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// bump mapping and a separate envmap mask texture are mutually exclusive.
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float4 lightAtten : TEXCOORD1;
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float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2;
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float3x3 tangentSpaceTranspose : TEXCOORD3;
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// second row : TEXCOORD4;
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// third row : TEXCOORD5;
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float4 worldPos_projPosZ : TEXCOORD6;
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float4 fogFactorW : COLOR1;
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};
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//-----------------------------------------------------------------------------
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// Main shader entry point
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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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float4 vTangent;
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ),
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vPosition.xyz, vNormal, vTangent.xyz );
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#endif
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// Perform skinning
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float3 worldNormal, worldPos, worldTangentS, worldTangentT;
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SkinPositionNormalAndTangentSpace(
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g_bSkinning,
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vPosition, vNormal, vTangent,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal, worldTangentS, worldTangentT );
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WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, worldTangentS, worldTangentT );
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// Always normalize since flex path is controlled by runtime
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// constant not a shader combo and will always generate the normalization
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worldNormal = normalize( worldNormal );
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worldTangentS = normalize( worldTangentS );
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worldTangentT = normalize( worldTangentT );
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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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projPos.z = mul( float4( worldPos, 1 ), cViewProjZ );
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o.fogFactorW = CalcFog( worldPos, projPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorW;
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#endif
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// Needed for water fog alpha and diffuse lighting
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// FIXME: we shouldn't have to compute this all the time.
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o.worldPos_projPosZ = float4( worldPos, projPos.z );
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// Needed for cubemapping + parallax mapping
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// FIXME: We shouldn't have to compute this all the time.
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o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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#if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
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o.lightAtten = float4(0,0,0,0);
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#if ( NUM_LIGHTS > 0 )
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
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#endif
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#if ( NUM_LIGHTS > 1 )
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
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#endif
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#if ( NUM_LIGHTS > 2 )
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
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#endif
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#if ( NUM_LIGHTS > 3 )
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o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false );
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#endif
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#else
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// Scalar light attenuation
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true );
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true );
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true );
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o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, true );
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#endif
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// Base texture coordinate transform
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o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
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o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
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// Tangent space transform
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o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
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o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
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o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
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return o;
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}
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