//========== 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; }