// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "CUBEMAP" "0..1"
// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "FLASHLIGHT" "0..1"
// DYNAMIC: "LIGHT_COMBO" "0..21"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "NUM_BONES" "0..3"
// DYNAMIC: "LIGHTING_PREVIEW" "0..1"
#include "common_vs_fxc.h"
#ifdef USE_CONDITIONALS
const bool g_bZeroBones : register( b0 );
const bool g_bOneBone : register( b1 );
const bool g_bTwoBones : register( b2 );
#else
static const int g_NumBones = NUM_BONES;
#endif
static const int g_LightCombo = LIGHT_COMBO;
static const int g_FogType = DOWATERFOG;
static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
static const bool g_bCubemap = CUBEMAP ? true : false;
static const bool g_bFlashlight = FLASHLIGHT ? true : false;
static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
static const int g_StaticLightType = g_StaticLightTypeArray[g_LightCombo];
static const int g_AmbientLightType = g_AmbientLightTypeArray[g_LightCombo];
static const int g_LocalLightType0 = g_LocalLightType0Array[g_LightCombo];
static const int g_LocalLightType1 = g_LocalLightType1Array[g_LightCombo];
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
// FIXME: don't need none of this!
const float4 cEnvmapMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float3 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;
};
struct VS_OUTPUT
{
float4 projPos : POSITION; // Projection-space position
float fog : FOG;
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
#if CUBEMAP
float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps
#endif
#if CUBEMAP || FLASHLIGHT || LIGHTING_PREVIEW
float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
#endif
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
float4 fogFactorW : COLOR1;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos;
float3 vNormal = v.vNormal;
// Flexes coming in from a separate stream (contribution masked by cFlexScale.x)
vPosition.xyz += v.vPosFlex * cFlexScale.x;
vNormal += v.vNormalFlex * cFlexScale.x;
// Perform skinning
float3 worldNormal, worldPos;
SkinPositionAndNormal(
g_NumBones,
vPosition, vNormal,
v.vBoneWeights, v.vBoneIndices,
worldPos, worldNormal );
if ( !g_bVertexColor )
{
worldNormal = normalize( worldNormal );
}
#if CUBEMAP || FLASHLIGHT || LIGHTING_PREVIEW
o.worldSpaceNormal = worldNormal;
#endif
// Transform into projection space
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
o.fogFactorW.w = o.fog = CalcFog( worldPos, projPos, g_FogType );
// Needed for water fog alpha;
// FIXME: we shouldn't have to compute this all thie time.
o.worldPos_projPosZ = float4( worldPos.xyz, projPos.z );
// Needed for cubemaps
#if CUBEMAP
o.worldVertToEyeVector.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
#endif
if( g_bFlashlight )
{
o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
}
else
{
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
{
// Compute vertex lighting
o.color.xyz = DoLighting( worldPos, worldNormal, v.vSpecular,
g_StaticLightType, g_AmbientLightType, g_LocalLightType0, g_LocalLightType1, 1.0f, g_bHalfLambert );
}
}
// Base texture coordinates
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
// Detail texture coordinates
// FIXME: This shouldn't have to be computed all the time.
o.detailTexCoord.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
o.detailTexCoord.y = dot( v.vTexCoord0, cDetailTexCoordTransform[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
// o.color.xyz = vNormal * 0.5f + 0.5f;
return o;
}
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
|
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