//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "INTRO" "0..1" // STATIC: "HALFLAMBERT" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "LIGHTWARPTEXTURE" "0..1" // 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" #include "common_fog_vs_fxc.h" // DYNAMIC: "DYNAMIC_LIGHT" "0..1" // DYNAMIC: "NUM_LIGHTS" "0..4" // DYNAMIC: "TESSELLATION" "0..2" [vs30] [PC] // DYNAMIC: "TESSELLATION" "0..0" [XBOX] // DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC] // DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ] // These are mutually exclusive (constant collision) // SKIP: ( $WORLD_NORMAL ) && $INTRO // SKIP: ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION #include "vortwarp_vs20_helper.h" static const bool g_bSkinning = SKINNING ? true : false; static const int g_iFogType = DOWATERFOG; static const bool g_bHalfLambert = HALFLAMBERT ? true : false; const float3 g_cEyeOrigin : register( SHADER_SPECIFIC_CONST_0 ); const float4 g_vIrisProjectionU : register( SHADER_SPECIFIC_CONST_2 ); const float4 g_vIrisProjectionV : register( SHADER_SPECIFIC_CONST_3 ); const float4 g_vFlashlightPosition : register( SHADER_SPECIFIC_CONST_4 ); #if ( INTRO ) const float4 g_vConst4 : register( SHADER_SPECIFIC_CONST_5 ); #define g_vModelOrigin g_vConst4.xyz #define g_flTime g_vConst4.w #elif ( WORLD_NORMAL ) const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_5 ); #endif const float4x4 g_vFlashlightMatrix : register( SHADER_SPECIFIC_CONST_6 ); // 6 & 7 & 8 & 9 #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 #if TESSELLATION #include "tessellation_vs_fxc.h" const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_1 ); sampler2D BezierSampler : register( s1 ); sampler2D DispSampler : register( s2 ); // VS_INPUT defined in header #else // no TESSELLATION struct VS_INPUT { float4 vPos : POSITION; // Position float4 vBoneWeights : BLENDWEIGHT; // Skin weights float4 vBoneIndices : BLENDINDICES; // Skin indices float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates // Position deltas float3 vPosFlex : POSITION1; #ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif }; #endif // TESSELLATION struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; // Fixed-function fog factor #endif float4 vAmbientOcclUv_fallbackCorneaUv : TEXCOORD0; // Base texture coordinate float4 cVertexLight : TEXCOORD1; // Vertex-lit color (Note: w is used for flashlight pass) float4 vTangentViewVector : TEXCOORD2; // Tangent view vector (Note: w is used for flashlight pass) float4 vWorldPosition_ProjPosZ : TEXCOORD3; float3 vWorldNormal : TEXCOORD4; // World-space normal float3 vWorldTangent : TEXCOORD5; // World-space tangent float4 vLightFalloffCosine01 : TEXCOORD6; // Light falloff and cosine terms for first two local lights float4 vLightFalloffCosine23 : TEXCOORD7; // Light falloff and cosine terms for next two local lights float3 vWorldBinormal : COLOR0; // World-space normal }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o; bool bDynamicLight = DYNAMIC_LIGHT ? true : false; float2 baseTexCoords; float3 vWorldPosition; #if ( TESSELLATION ) { float3 dummyNormal; float2 patchCoords; EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler, dummyNormal, vWorldPosition, baseTexCoords, patchCoords ); } #else // not tessellating { float4 vPosition = v.vPos; baseTexCoords = v.vTexCoord0.xy; #if ( !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ) { ApplyMorph( v.vPosFlex, vPosition.xyz ); } #else { ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz ); } #endif // Transform the position SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPosition ); } #endif // TESSELLATION // Note: I'm relying on the iris projection vector math not changing or this will break float3 vEyeSocketUpVector = normalize( -g_vIrisProjectionV.xyz ); float3 vEyeSocketLeftVector = normalize( -g_vIrisProjectionU.xyz ); #if ( INTRO ) { float3 dummy = float3( 0.0f, 0.0f, 0.0f ); WorldSpaceVertexProcess( g_flTime, g_vModelOrigin, vWorldPosition, dummy, dummy, dummy ); } #endif o.vWorldPosition_ProjPosZ.xyz = vWorldPosition.xyz; // Transform into projection space float4 vProjPos = mul( float4( vWorldPosition, 1.0f ), cViewProj ); #if defined( _X360 ) { // Without the isolate keyword here the output position for the flashlight pass is slightly behind the position of the main pass // and the flashlight pass will be z-culled. [isolate] o.projPos = vProjPos; } #else { o.projPos = vProjPos; } #endif #if ( WORLD_NORMAL ) o.vWorldPosition_ProjPosZ.w = dot( g_vEyeVector, vWorldPosition.xyz - cEyePos.xyz ); // Linear depth #else o.vWorldPosition_ProjPosZ.w = vProjPos.z; #endif #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( vWorldPosition, g_iFogType ); #endif // Normal = (Pos - Eye origin) float3 vWorldNormal = normalize( vWorldPosition.xyz - g_cEyeOrigin.xyz ); o.vWorldNormal.xyz = vWorldNormal.xyz; // Tangent & binormal float3 vWorldTangent = normalize( cross( vEyeSocketUpVector.xyz, vWorldNormal.xyz ) ); o.vWorldTangent.xyz = vWorldTangent.xyz; float3 vWorldBinormal = normalize( cross( vWorldNormal.xyz, vWorldTangent.xyz ) ); o.vWorldBinormal.xyz = vWorldBinormal.xyz * 0.5f + 0.5f; float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz); o.vTangentViewVector.xyz = Vec3WorldToTangentNormalized (vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz); // AV - I think this will effectively make the eyeball less rounded left to right to help vertex lighting quality // AV - Note: This probably won't look good if put on an exposed eyeball //float vNormalDotSideVec = -dot( vWorldNormal, g_vEyeballUp ) * 0.5f; float vNormalDotSideVec = -dot( vWorldNormal, vEyeSocketLeftVector) * 0.5f; float3 vBentWorldNormal = normalize(vNormalDotSideVec * vEyeSocketLeftVector + vWorldNormal); // Compute vertex lighting o.cVertexLight.a = 0.0f; //Only used for flashlight pass o.cVertexLight.rgb = DoLightingUnrolled( vWorldPosition, vBentWorldNormal, float3(0.0f, 0.0f, 0.0f), false, bDynamicLight, g_bHalfLambert, NUM_LIGHTS ); // Only interpolate ambient light for TF NPR lighting bool bDoDiffuseWarp = LIGHTWARPTEXTURE ? true : false; if ( bDoDiffuseWarp ) { if( bDynamicLight ) { o.cVertexLight.rgb = AmbientLight( vBentWorldNormal.xyz ); } else { o.cVertexLight.rgb = float3( 0.0f, 0.0f, 0.0f ); } } // Light falloff for first two local lights o.vLightFalloffCosine01.x = VertexAttenInternal( vWorldPosition.xyz, 0 ); o.vLightFalloffCosine01.y = VertexAttenInternal( vWorldPosition.xyz, 1 ); o.vLightFalloffCosine01.z = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 0, g_bHalfLambert ); o.vLightFalloffCosine01.w = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 1, g_bHalfLambert ); // Light falloff for next two local lights o.vLightFalloffCosine23.x = VertexAttenInternal( vWorldPosition.xyz, 2 ); o.vLightFalloffCosine23.y = VertexAttenInternal( vWorldPosition.xyz, 3 ); o.vLightFalloffCosine23.z = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 2, g_bHalfLambert ); o.vLightFalloffCosine23.w = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 3, g_bHalfLambert ); // Texture coordinates set by artists for ambient occlusion o.vAmbientOcclUv_fallbackCorneaUv.xy = baseTexCoords; // Cornea uv for ps.2.0 fallback float2 vCorneaUv; // Note: Cornea texture is a cropped version of the iris texture vCorneaUv.x = dot( g_vIrisProjectionU, float4( vWorldPosition, 1.0f ) ); vCorneaUv.y = dot( g_vIrisProjectionV, float4( vWorldPosition, 1.0f ) ); float2 vSphereUv = ( vCorneaUv.xy * 0.5f ) + 0.25f; o.vAmbientOcclUv_fallbackCorneaUv.wz = vCorneaUv.xy; // Note: wz unpacks faster than zw in ps.2.0! // Step on the vertex light interpolator for the flashlight tex coords bool bFlashlight = ( FLASHLIGHT != 0 ) ? true : false; o.vTangentViewVector.w = 0.0f; if ( bFlashlight ) { o.cVertexLight = mul( float4( vWorldPosition.xyz, 1.0f ), g_vFlashlightMatrix ); o.vTangentViewVector.w = saturate( dot( vBentWorldNormal.xyz, normalize ( g_vFlashlightPosition.xyz - vWorldPosition.xyz ) ) ); // Flashlight N.L with modified normal // Half lambert version //o.cVertexLight.z = dot( vBentWorldNormal.xyz, normalize ( g_vFlashlightPosition.xyz - vWorldPosition.xyz ) ); // Flashlight N.L with modified normal //o.cVertexLight.z = ( o.cVertexLight.z * 0.5f ) + 0.5f; //o.cVertexLight.z *= o.cVertexLight.z; } return o; }