sqwarmed/sdk_src/materialsystem/stdshaders/decalmodulate_vs20.fxc

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// 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;
}