254 lines
9.5 KiB
Plaintext
254 lines
9.5 KiB
Plaintext
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "INTRO" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "LIGHTWARPTEXTURE" "0..1"
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// STATIC: "WORLD_NORMAL" "0..0" [vs20] [PC]
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// STATIC: "WORLD_NORMAL" "0..1" [vs30] [PC]
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// STATIC: "WORLD_NORMAL" "0..0" [XBOX]
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_fog_vs_fxc.h"
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..4"
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// DYNAMIC: "TESSELLATION" "0..2" [vs30] [PC]
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// DYNAMIC: "TESSELLATION" "0..0" [XBOX]
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// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
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// DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ]
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// These are mutually exclusive (constant collision)
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// SKIP: ( $WORLD_NORMAL ) && $INTRO
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// SKIP: ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
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#include "vortwarp_vs20_helper.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const int g_iFogType = DOWATERFOG;
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static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
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const float3 g_cEyeOrigin : register( SHADER_SPECIFIC_CONST_0 );
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const float4 g_vIrisProjectionU : register( SHADER_SPECIFIC_CONST_2 );
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const float4 g_vIrisProjectionV : register( SHADER_SPECIFIC_CONST_3 );
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const float4 g_vFlashlightPosition : register( SHADER_SPECIFIC_CONST_4 );
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#if ( INTRO )
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const float4 g_vConst4 : register( SHADER_SPECIFIC_CONST_5 );
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#define g_vModelOrigin g_vConst4.xyz
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#define g_flTime g_vConst4.w
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#elif ( WORLD_NORMAL )
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const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_5 );
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#endif
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const float4x4 g_vFlashlightMatrix : register( SHADER_SPECIFIC_CONST_6 ); // 6 & 7 & 8 & 9
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#ifdef SHADER_MODEL_VS_3_0
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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#if TESSELLATION
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#include "tessellation_vs_fxc.h"
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const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_1 );
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sampler2D BezierSampler : register( s1 );
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sampler2D DispSampler : register( s2 );
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// VS_INPUT defined in header
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#else // no TESSELLATION
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struct VS_INPUT
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{
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float4 vPos : POSITION; // Position
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float4 vBoneWeights : BLENDWEIGHT; // Skin weights
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float4 vBoneIndices : BLENDINDICES; // Skin indices
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float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
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// Position deltas
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float3 vPosFlex : POSITION1;
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#ifdef SHADER_MODEL_VS_3_0
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float vVertexID : POSITION2;
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#endif
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};
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#endif // TESSELLATION
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struct VS_OUTPUT
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{
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float4 projPos : POSITION; // Projection-space position
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG; // Fixed-function fog factor
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#endif
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float4 vAmbientOcclUv_fallbackCorneaUv : TEXCOORD0; // Base texture coordinate
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float4 cVertexLight : TEXCOORD1; // Vertex-lit color (Note: w is used for flashlight pass)
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float4 vTangentViewVector : TEXCOORD2; // Tangent view vector (Note: w is used for flashlight pass)
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float4 vWorldPosition_ProjPosZ : TEXCOORD3;
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float3 vWorldNormal : TEXCOORD4; // World-space normal
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float3 vWorldTangent : TEXCOORD5; // World-space tangent
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float4 vLightFalloffCosine01 : TEXCOORD6; // Light falloff and cosine terms for first two local lights
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float4 vLightFalloffCosine23 : TEXCOORD7; // Light falloff and cosine terms for next two local lights
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float3 vWorldBinormal : COLOR0; // World-space normal
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o;
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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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float2 baseTexCoords;
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float3 vWorldPosition;
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#if ( TESSELLATION )
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{
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float3 dummyNormal;
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float2 patchCoords;
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EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler,
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dummyNormal, vWorldPosition, baseTexCoords, patchCoords );
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}
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#else // not tessellating
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{
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float4 vPosition = v.vPos;
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baseTexCoords = v.vTexCoord0.xy;
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#if ( !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING )
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{
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ApplyMorph( v.vPosFlex, vPosition.xyz );
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}
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#else
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{
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz );
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}
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#endif
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// Transform the position
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SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPosition );
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}
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#endif // TESSELLATION
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// Note: I'm relying on the iris projection vector math not changing or this will break
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float3 vEyeSocketUpVector = normalize( -g_vIrisProjectionV.xyz );
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float3 vEyeSocketLeftVector = normalize( -g_vIrisProjectionU.xyz );
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#if ( INTRO )
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{
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float3 dummy = float3( 0.0f, 0.0f, 0.0f );
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WorldSpaceVertexProcess( g_flTime, g_vModelOrigin, vWorldPosition, dummy, dummy, dummy );
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}
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#endif
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o.vWorldPosition_ProjPosZ.xyz = vWorldPosition.xyz;
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// Transform into projection space
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float4 vProjPos = mul( float4( vWorldPosition, 1.0f ), cViewProj );
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#if defined( _X360 )
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{
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// Without the isolate keyword here the output position for the flashlight pass is slightly behind the position of the main pass
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// and the flashlight pass will be z-culled.
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[isolate] o.projPos = vProjPos;
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}
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#else
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{
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o.projPos = vProjPos;
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}
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#endif
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#if ( WORLD_NORMAL )
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o.vWorldPosition_ProjPosZ.w = dot( g_vEyeVector, vWorldPosition.xyz - cEyePos.xyz ); // Linear depth
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#else
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o.vWorldPosition_ProjPosZ.w = vProjPos.z;
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#endif
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( vWorldPosition, g_iFogType );
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#endif
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// Normal = (Pos - Eye origin)
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float3 vWorldNormal = normalize( vWorldPosition.xyz - g_cEyeOrigin.xyz );
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o.vWorldNormal.xyz = vWorldNormal.xyz;
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// Tangent & binormal
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float3 vWorldTangent = normalize( cross( vEyeSocketUpVector.xyz, vWorldNormal.xyz ) );
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o.vWorldTangent.xyz = vWorldTangent.xyz;
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float3 vWorldBinormal = normalize( cross( vWorldNormal.xyz, vWorldTangent.xyz ) );
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o.vWorldBinormal.xyz = vWorldBinormal.xyz * 0.5f + 0.5f;
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float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
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o.vTangentViewVector.xyz = Vec3WorldToTangentNormalized (vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz);
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// AV - I think this will effectively make the eyeball less rounded left to right to help vertex lighting quality
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// AV - Note: This probably won't look good if put on an exposed eyeball
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//float vNormalDotSideVec = -dot( vWorldNormal, g_vEyeballUp ) * 0.5f;
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float vNormalDotSideVec = -dot( vWorldNormal, vEyeSocketLeftVector) * 0.5f;
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float3 vBentWorldNormal = normalize(vNormalDotSideVec * vEyeSocketLeftVector + vWorldNormal);
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// Compute vertex lighting
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o.cVertexLight.a = 0.0f; //Only used for flashlight pass
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o.cVertexLight.rgb = DoLightingUnrolled( vWorldPosition, vBentWorldNormal, float3(0.0f, 0.0f, 0.0f), false, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
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// Only interpolate ambient light for TF NPR lighting
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bool bDoDiffuseWarp = LIGHTWARPTEXTURE ? true : false;
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if ( bDoDiffuseWarp )
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{
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if( bDynamicLight )
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{
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o.cVertexLight.rgb = AmbientLight( vBentWorldNormal.xyz );
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}
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else
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{
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o.cVertexLight.rgb = float3( 0.0f, 0.0f, 0.0f );
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}
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}
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// Light falloff for first two local lights
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o.vLightFalloffCosine01.x = VertexAttenInternal( vWorldPosition.xyz, 0 );
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o.vLightFalloffCosine01.y = VertexAttenInternal( vWorldPosition.xyz, 1 );
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o.vLightFalloffCosine01.z = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 0, g_bHalfLambert );
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o.vLightFalloffCosine01.w = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 1, g_bHalfLambert );
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// Light falloff for next two local lights
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o.vLightFalloffCosine23.x = VertexAttenInternal( vWorldPosition.xyz, 2 );
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o.vLightFalloffCosine23.y = VertexAttenInternal( vWorldPosition.xyz, 3 );
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o.vLightFalloffCosine23.z = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 2, g_bHalfLambert );
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o.vLightFalloffCosine23.w = CosineTermInternal( vWorldPosition.xyz, vWorldNormal.xyz, 3, g_bHalfLambert );
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// Texture coordinates set by artists for ambient occlusion
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o.vAmbientOcclUv_fallbackCorneaUv.xy = baseTexCoords;
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// Cornea uv for ps.2.0 fallback
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float2 vCorneaUv; // Note: Cornea texture is a cropped version of the iris texture
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vCorneaUv.x = dot( g_vIrisProjectionU, float4( vWorldPosition, 1.0f ) );
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vCorneaUv.y = dot( g_vIrisProjectionV, float4( vWorldPosition, 1.0f ) );
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float2 vSphereUv = ( vCorneaUv.xy * 0.5f ) + 0.25f;
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o.vAmbientOcclUv_fallbackCorneaUv.wz = vCorneaUv.xy; // Note: wz unpacks faster than zw in ps.2.0!
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// Step on the vertex light interpolator for the flashlight tex coords
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bool bFlashlight = ( FLASHLIGHT != 0 ) ? true : false;
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o.vTangentViewVector.w = 0.0f;
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if ( bFlashlight )
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{
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o.cVertexLight = mul( float4( vWorldPosition.xyz, 1.0f ), g_vFlashlightMatrix );
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o.vTangentViewVector.w = saturate( dot( vBentWorldNormal.xyz, normalize ( g_vFlashlightPosition.xyz - vWorldPosition.xyz ) ) ); // Flashlight N.L with modified normal
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// Half lambert version
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//o.cVertexLight.z = dot( vBentWorldNormal.xyz, normalize ( g_vFlashlightPosition.xyz - vWorldPosition.xyz ) ); // Flashlight N.L with modified normal
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//o.cVertexLight.z = ( o.cVertexLight.z * 0.5f ) + 0.5f;
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//o.cVertexLight.z *= o.cVertexLight.z;
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}
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return o;
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}
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