sqwarmed/sdk_src/materialsystem/stdshaders/teeth_vs20.fxc

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "INTRO" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
#include "common_fog_vs_fxc.h"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
// DYNAMIC: "STATIC_LIGHT" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ]
#include "vortwarp_vs20_helper.h"
static const int g_FogType = DOWATERFOG;
static const bool g_bSkinning = SKINNING ? true : false;
const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_0 );
#if INTRO
const float4 const4 : register( SHADER_SPECIFIC_CONST_1 );
#define g_Time const4.w
#define modelOrigin const4.xyz
#endif
#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
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;
float2 vTexCoord0 : TEXCOORD0;
// 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;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float2 baseTexCoord : TEXCOORD0;
float3 vertAtten : TEXCOORD1;
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
bool bStaticLight = STATIC_LIGHT ? true : false;
float4 vPosition = v.vPos;
float3 vNormal;
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, float3( 0, 0, 0 ), vPosition.xyz, vNormal );
#endif
// Normalize the flexed normal
vNormal.xyz = normalize( vNormal.xyz );
// Transform the position
float3 worldPos, worldNormal;
SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
#if INTRO
float3 dummy = float3( 0.0f, 0.0f, 0.0f );
WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, dummy, dummy );
#endif
// Transform into projection space
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z );
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
#endif
// Compute lighting
float3 linearColor = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, false );
// Forward vector
float3 vForward = cTeethLighting.xyz;
float fIllumFactor = cTeethLighting.w;
// Darken by forward dot normal and illumination factor
linearColor *= fIllumFactor * saturate( dot( worldNormal, vForward ) );
o.vertAtten = linearColor;
o.baseTexCoord = v.vTexCoord0;
return o;
}