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sourcearena/mp/src/materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc
Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

185 lines
5.9 KiB
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//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "NORMALMAP" "0..1"
// STATIC: "WORLDVERTEXTRANSITION" "0..1"
// STATIC: "SEAMLESS" "0..1"
// STATIC: "DETAIL" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
const float3 g_FlashlightPos : register( SHADER_SPECIFIC_CONST_0 );
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_1 );
const float4 g_FlashlightAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 );
#if SEAMLESS
const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_6 );
#define SEAMLESS_SCALE (SeamlessScale.x)
#endif
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 );
const float4 cNormalMapOrDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 );
static const int g_FogType = DOWATERFOG;
struct VS_INPUT
{
float3 vPos : POSITION; //This HAS to match lightmappedgeneric_vs20.fxc's position input. Otherwise depth fighting errors occur on the 360
float4 vNormal : NORMAL;
float2 vBaseTexCoord : TEXCOORD0;
#if WORLDVERTEXTRANSITION
float2 vLightmapTexCoord : TEXCOORD1;
float4 vColor : COLOR0;
#endif
#if NORMALMAP
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
#endif
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
float4 spotTexCoord : TEXCOORD0;
#if SEAMLESS
float3 SeamlessTexCoord : TEXCOORD1;
#else
float2 baseTexCoord : TEXCOORD1;
#endif
#if NORMALMAP
float3 tangentPosToLightVector : TEXCOORD2;
float2 normalMapTexCoord : TEXCOORD3;
#else
float3 worldPosToLightVector : TEXCOORD2;
float3 normal : TEXCOORD3;
#endif
float2 detailCoords : TEXCOORD4;
float4 worldPos_worldTransition : TEXCOORD5;
float3 vProjPos : TEXCOORD6;
float4 fogFactorW : TEXCOORD7;
};
float RemapValClamped( float val, float A, float B, float C, float D)
{
float cVal = (val - A) / (B - A);
cVal = saturate( cVal );
return C + (D - C) * cVal;
}
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
float4 projPos;
float3 worldPos;
float3 worldNormal;
float3 eyeVector;
//Projection math HAS to match lightmappedgeneric_vs20.fxc's math exactly. Otherwise depth fighting errors occur on the 360
projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
o.projPos = projPos;
o.vProjPos.xyz = projPos.xyw;
worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
o.worldPos_worldTransition = float4( worldPos.xyz, 1.0f );
o.fogFactorW = CalcFog( worldPos, projPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW.w;
#endif
#if NORMALMAP
float3 worldTangentS = mul( v.vTangentS, cModel[0] );
float3 worldTangentT = mul( v.vTangentT, cModel[0] );
#endif
#if SEAMLESS
float3 vNormal=normalize( worldNormal );
o.fogFactorW.xyz = vNormal * vNormal; // sums to 1.
o.SeamlessTexCoord = SEAMLESS_SCALE*worldPos;
// Generate new tangent and binormal with seamless projection
#if NORMALMAP
// Brute-force for prototype - This must match the projection in the pixel shader!
//float3 vVecX = { 1.0f, 0.0f, 0.0f };
//float3 vVecY = { 0.0f, 1.0f, 0.0f };
//float3 vVecZ = { 0.0f, 0.0f, 1.0f };
//worldTangentS.xyz = normalize( ( o.fogFactorW.x * vVecZ.xyz ) + ( o.fogFactorW.y * vVecX.xyz ) + ( o.fogFactorW.z * vVecX.xyz ) );
//worldTangentT.xyz = normalize( ( o.fogFactorW.x * vVecY.xyz ) + ( o.fogFactorW.y * vVecZ.xyz ) + ( o.fogFactorW.z * vVecY.xyz ) );
// Optimized version - This must match the projection in the pixel shader!
worldTangentS.xyz = normalize( float3( o.fogFactorW.y + o.fogFactorW.z, 0.0f, o.fogFactorW.x ) );
worldTangentT.xyz = normalize( float3( 0.0f, o.fogFactorW.x + o.fogFactorW.z, o.fogFactorW.y ) );
#endif
#else
#if (SEAMLESS == 0 )
o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
#endif
#endif
float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
o.spotTexCoord = spotTexCoord.xyzw;
float3 worldPosToLightVector = g_FlashlightPos - worldPos;
#if NORMALMAP
#if (DETAIL == 0)
o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w;
o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w;
#else
#if SEAMLESS
o.normalMapTexCoord = v.vBaseTexCoord;
#else
o.normalMapTexCoord = o.baseTexCoord;
#endif
#endif
o.tangentPosToLightVector.x = dot( worldPosToLightVector, worldTangentS );
o.tangentPosToLightVector.y = dot( worldPosToLightVector, worldTangentT );
o.tangentPosToLightVector.z = dot( worldPosToLightVector, worldNormal );
#else
o.worldPosToLightVector = worldPosToLightVector;
o.normal = worldNormal;
#endif
#if DETAIL
o.detailCoords.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w;
o.detailCoords.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w;
#else
o.detailCoords = float2(0,0);
#endif
//float3 delta = worldPosToLightVector;
//float distSquared = dot( delta, delta );
//float dist = sqrt( distSquared );
//float farZ = g_FlashlightAttenuationFactors.w;
//float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f );
//o.projPos_atten.w = endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) );
//o.projPos_atten.w = saturate( o.projPos_atten.w );
#if WORLDVERTEXTRANSITION
o.worldPos_worldTransition.w = v.vColor.w;
#endif
return o;
}