sqwarmed/sdk_src/materialsystem/stdshaders/phong_vs20.fxc

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2024-08-29 20:15:33 -04:00
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "DECAL" "0..1" [vs30]
// STATIC: "WORLD_NORMAL" "0..0" [vs20] [PC]
// STATIC: "WORLD_NORMAL" "0..1" [vs30] [PC]
// STATIC: "WORLD_NORMAL" "0..0" [XBOX]
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ]
// DYNAMIC: "TESSELLATION" "0..2" [vs30] [PC]
// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
// DYNAMIC: "TESSELLATION" "0..0" [XBOX]
// SKIP: ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
#include "common_fog_vs_supportsvertexfog_fxc.h"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
#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
const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_8 );
#if TESSELLATION
#include "tessellation_vs_fxc.h"
const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_9 );
sampler2D BezierSampler : register( s1 );
sampler2D DispSampler : register( s2 );
// VS_INPUT defined in header
#else // no TESSELLATION
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;
float4 vColor : COLOR0;
float3 vSpecular : COLOR1;
// make these float2's and stick the [n n 0 1] in the dot math.
float4 vTexCoord0 : TEXCOORD0;
float4 vTexCoord1 : TEXCOORD1;
float4 vTexCoord2 : TEXCOORD2;
float4 vTexCoord3 : TEXCOORD3;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
float4 vUserData : TANGENT;
// Position and normal/tangent deltas
float4 vPosFlex : POSITION1;
float4 vNormalFlex : NORMAL1;
#ifdef SHADER_MODEL_VS_3_0
float vVertexID : POSITION2;
#endif
};
#endif // TESSELLATION
struct VS_OUTPUT
{
// Stuff that isn't seen by the pixel shader
float4 projPos : POSITION;
// Stuff that is seen by the pixel shader
float4 baseTexCoordDetailTexCoord : TEXCOORD0; // includes detail tex coord
float4 lightAtten : TEXCOORD1;
float3x3 tangentSpaceTranspose : TEXCOORD2;
// second row : TEXCOORD3;
// third row : TEXCOORD4;
float4 projPos_fWrinkleWeight : TEXCOORD5;
#if DOPIXELFOG
float3 worldPos_vertexFogFactor : TEXCOORD6; //it's important that this declaration stay down here. Moving it seems to trigger a BS compile error on 360 saying we've run out of temp registers.
#else
float4 worldPos_vertexFogFactor : TEXCOORD6; //it's important that this declaration stay down here. Moving it seems to trigger a BS compile error on 360 saying we've run out of temp registers.
#endif
};
//-----------------------------------------------------------------------------
// Main shader entry point
//-----------------------------------------------------------------------------
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition, vTangent, vTexCoords;
float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
#if TESSELLATION
{
float flBiTangentSign;
EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler,
worldNormal, worldPos, worldTangentS, worldTangentT, flBiTangentSign,
o.projPos_fWrinkleWeight.w, o.baseTexCoordDetailTexCoord.xy, o.baseTexCoordDetailTexCoord.zw );
}
#else // not tessellating
{
vPosition = v.vPos;
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
#if ( !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING )
{
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w );
}
#else
{
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2,
vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w );
}
#endif
// Perform skinning
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
v.vBoneWeights, v.vBoneIndices, worldPos,
worldNormal, worldTangentS, worldTangentT );
// Always normalize since flex path can denormalize
worldNormal = normalize( worldNormal );
worldTangentS = normalize( worldTangentS );
worldTangentT = normalize( worldTangentT );
#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL && ( !WORLD_NORMAL )
{
// Avoid z precision errors
worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
}
#endif
vTexCoords = v.vTexCoord0;
// Texture coordinate transforms
o.baseTexCoordDetailTexCoord.x = dot( vTexCoords, cBaseTexCoordTransform[0] );
o.baseTexCoordDetailTexCoord.y = dot( vTexCoords, cBaseTexCoordTransform[1] );
o.baseTexCoordDetailTexCoord.z = dot( vTexCoords, cDetailTexCoordTransform[0] );
o.baseTexCoordDetailTexCoord.w = dot( vTexCoords, cDetailTexCoordTransform[1] );
}
#endif
#if ( !DOPIXELFOG )
{
o.worldPos_vertexFogFactor.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
}
#endif
// Needed for water fog alpha and diffuse lighting
// FIXME: we shouldn't have to compute this all the time.
o.worldPos_vertexFogFactor.xyz = worldPos;
// Compute lighting attenuations
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0 );
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1 );
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2 );
o.lightAtten.w = GetVertexAttenForLight( worldPos, 3 );
// Tangent space transform
o.tangentSpaceTranspose[0].xyz = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
o.tangentSpaceTranspose[1].xyz = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
o.tangentSpaceTranspose[2].xyz = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
// Transform into projection space
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos_fWrinkleWeight.xyz = o.projPos.xyz;
#if ( WORLD_NORMAL )
{
o.projPos_fWrinkleWeight.z = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
}
#endif
// Don't have to worry about hardware blend here since we never do that with phong.
#if ( !DOPIXELFOG )
{
o.worldPos_vertexFogFactor.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
}
#endif
return o;
}