197 lines
6.8 KiB
Plaintext
197 lines
6.8 KiB
Plaintext
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "DECAL" "0..1" [vs30]
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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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// DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ]
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// DYNAMIC: "TESSELLATION" "0..2" [vs30] [PC]
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// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
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// DYNAMIC: "TESSELLATION" "0..0" [XBOX]
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// SKIP: ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
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#include "common_fog_vs_supportsvertexfog_fxc.h"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const int g_FogType = DOWATERFOG;
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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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_6 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_8 );
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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_9 );
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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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// This is all of the stuff that we ever use.
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float4 vColor : COLOR0;
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float3 vSpecular : COLOR1;
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// make these float2's and stick the [n n 0 1] in the dot math.
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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float4 vTexCoord2 : TEXCOORD2;
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float4 vTexCoord3 : TEXCOORD3;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vUserData : TANGENT;
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// Position and normal/tangent deltas
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float4 vPosFlex : POSITION1;
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float4 vNormalFlex : NORMAL1;
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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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// Stuff that isn't seen by the pixel shader
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float4 projPos : POSITION;
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// Stuff that is seen by the pixel shader
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float4 baseTexCoordDetailTexCoord : TEXCOORD0; // includes detail tex coord
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float4 lightAtten : TEXCOORD1;
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float3x3 tangentSpaceTranspose : TEXCOORD2;
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// second row : TEXCOORD3;
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// third row : TEXCOORD4;
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float4 projPos_fWrinkleWeight : TEXCOORD5;
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#if DOPIXELFOG
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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.
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#else
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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.
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#endif
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};
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//-----------------------------------------------------------------------------
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// Main shader entry point
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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 = ( VS_OUTPUT )0;
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float4 vPosition, vTangent, vTexCoords;
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float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
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#if TESSELLATION
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{
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float flBiTangentSign;
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EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler,
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worldNormal, worldPos, worldTangentS, worldTangentT, flBiTangentSign,
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o.projPos_fWrinkleWeight.w, o.baseTexCoordDetailTexCoord.xy, o.baseTexCoordDetailTexCoord.zw );
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}
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#else // not tessellating
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{
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vPosition = v.vPos;
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
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#if ( !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING )
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{
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w );
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}
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#else
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{
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2,
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vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w );
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}
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#endif
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// Perform skinning
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SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
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v.vBoneWeights, v.vBoneIndices, worldPos,
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worldNormal, worldTangentS, worldTangentT );
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// Always normalize since flex path can denormalize
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worldNormal = normalize( worldNormal );
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worldTangentS = normalize( worldTangentS );
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worldTangentT = normalize( worldTangentT );
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#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL && ( !WORLD_NORMAL )
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{
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// Avoid z precision errors
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worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
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}
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#endif
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vTexCoords = v.vTexCoord0;
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// Texture coordinate transforms
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o.baseTexCoordDetailTexCoord.x = dot( vTexCoords, cBaseTexCoordTransform[0] );
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o.baseTexCoordDetailTexCoord.y = dot( vTexCoords, cBaseTexCoordTransform[1] );
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o.baseTexCoordDetailTexCoord.z = dot( vTexCoords, cDetailTexCoordTransform[0] );
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o.baseTexCoordDetailTexCoord.w = dot( vTexCoords, cDetailTexCoordTransform[1] );
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}
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#endif
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#if ( !DOPIXELFOG )
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{
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o.worldPos_vertexFogFactor.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
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}
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#endif
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// Needed for water fog alpha and diffuse lighting
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// FIXME: we shouldn't have to compute this all the time.
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o.worldPos_vertexFogFactor.xyz = worldPos;
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// Compute lighting attenuations
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0 );
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1 );
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2 );
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o.lightAtten.w = GetVertexAttenForLight( worldPos, 3 );
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// Tangent space transform
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o.tangentSpaceTranspose[0].xyz = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
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o.tangentSpaceTranspose[1].xyz = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
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o.tangentSpaceTranspose[2].xyz = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
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// Transform into projection space
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o.projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos_fWrinkleWeight.xyz = o.projPos.xyz;
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#if ( WORLD_NORMAL )
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{
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o.projPos_fWrinkleWeight.z = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
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}
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#endif
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// Don't have to worry about hardware blend here since we never do that with phong.
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#if ( !DOPIXELFOG )
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{
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o.worldPos_vertexFogFactor.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
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}
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#endif
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return o;
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}
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