// based on vertexlit_and_unlit_generic_vs20.fxc //========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "VERTEXCOLOR" "0..1" // STATIC: "LIGHTING_PREVIEW" "0..1" [PC] // STATIC: "LIGHTING_PREVIEW" "0..0" [XBOX] // DYNAMIC: "COMPRESSED_VERTS" "0..1" #include "common_fog_vs_fxc.h" // DYNAMIC: "SKINNING" "0..0" [vs20] // DYNAMIC: "SKINNING" "0..1" [vs30] // DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ] #include "common_vs_fxc.h" static const bool g_bSkinning = SKINNING ? true : false; static const int g_FogType = DOWATERFOG; static const bool g_bVertexColor = VERTEXCOLOR ? true : false; #if ( defined( SHADER_MODEL_VS_3_0 ) && MORPHING ) #define DECALOFFSET 1 #else #define DECALOFFSET 0 #endif const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); #ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 ); sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); #endif 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; // Position and normal/tangent deltas float3 vPosFlex : POSITION1; float3 vNormalFlex : NORMAL1; #ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif }; struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 worldPos_ProjPosZ : TEXCOORD1; float4 color : COLOR1; // Vertex color (from lighting or unlit) }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float4 vPosition = v.vPos; float3 vNormal = 0; if ( LIGHTING_PREVIEW || DECALOFFSET ) { // The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain) DecompressVertex_Normal( v.vNormal, vNormal ); } #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal ); #endif // Perform skinning float3 worldNormal, worldPos; SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal ); if ( !g_bVertexColor ) { worldNormal = normalize( worldNormal ); } #if defined( SHADER_MODEL_VS_3_0 ) && MORPHING // Avoid z precision errors worldPos += worldNormal * 0.05f * v.vTexCoord2.z; #endif // Transform into projection space float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = projPos; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); #endif o.worldPos_ProjPosZ.xyz = worldPos.xyz; o.worldPos_ProjPosZ.w = projPos.z; if ( g_bVertexColor ) { // Assume that this is unlitgeneric if you are using vertex color. o.color.rgb = GammaToLinear( v.vColor.rgb ); o.color.a = v.vColor.a; } else { o.color = float4( 1.0f, 1.0f, 1.0f, 1.0f ); } // Base texture coordinates o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); #if LIGHTING_PREVIEW float dot=0.5+0.5*worldNormal*float3(0.7071,0.7071,0); o.color.xyz=float3(dot,dot,dot); #endif return o; }