sqwarmed/sdk_src/materialsystem/stdshaders/eye_refract_vs20.fxc

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