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

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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "MODEL" "0..1"
// STATIC: "COLORMODULATE" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const bool g_bModel = MODEL ? true : false;
const float4 cBumpTexCoordTransform[4] : register( SHADER_SPECIFIC_CONST_1 );
const float g_flTime : register( SHADER_SPECIFIC_CONST_5 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
float4 vBaseTexCoord : TEXCOORD0;
#if !MODEL
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL0;
#else
float4 vUserData : TANGENT;
#endif
#if COLORMODULATE
float4 vColor : COLOR0;
#endif
};
struct VS_OUTPUT
{
float4 vProjPos_POSITION : POSITION;
#if !defined( _X360 )
float vFog : FOG;
#endif
float4 vBumpTexCoord : TEXCOORD0;
float3 vTangentEyeVect : TEXCOORD1;
float3 vWorldNormal : TEXCOORD2;
float3 vWorldTangent : TEXCOORD3;
float3 vWorldBinormal : TEXCOORD4;
float3 vRefractXYW : TEXCOORD5;
float3 vWorldViewVector : TEXCOORD6;
#if COLORMODULATE
float4 vColor : COLOR0;
#endif
float4 fogFactorW : COLOR1;
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
#if COLORMODULATE
o.vColor = v.vColor;
#endif
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
float3 vObjNormal;
#if MODEL
float4 vObjTangent;
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vObjNormal, vObjTangent );
SkinPositionNormalAndTangentSpace(
g_bSkinning,
v.vPos, vObjNormal, vObjTangent,
v.vBoneWeights, v.vBoneIndices,
worldPos, worldNormal, worldTangentS, worldTangentT );
#else
DecompressVertex_Normal( v.vNormal, vObjNormal );
worldPos = mul( v.vPos, cModel[0] );
worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
#endif
// World normal
o.vWorldNormal.xyz = normalize( worldNormal.xyz );
// Projected position
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.vProjPos_POSITION = vProjPos;
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
//o.projNormal.xyz = mul( worldNormal, cViewProj );
// Map projected position to the refraction texture
float2 vRefractPos;
vRefractPos.x = vProjPos.x;
vRefractPos.y = -vProjPos.y; // invert Y
vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
// Refraction transform
o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
// Compute fog based on the position
float3 vWorldPos = mul( v.vPos, cModel[0] );
o.fogFactorW = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
#if !defined( _X360 )
o.vFog = o.fogFactorW;
#endif
// Eye vector
float3 vWorldEyeVect = normalize( cEyePos - vWorldPos );
o.vWorldViewVector.xyz = -vWorldEyeVect.xyz;
// Transform to the tangent space
o.vTangentEyeVect.x = dot( vWorldEyeVect, worldTangentS );
o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT );
o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal );
// Tranform bump coordinates
o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
// Tranform bump coordinates (note wz, not zw)
o.vBumpTexCoord.w = dot( v.vBaseTexCoord, cBumpTexCoordTransform[2] );
o.vBumpTexCoord.z = dot( v.vBaseTexCoord, cBumpTexCoordTransform[3] );
// Tangent space transform
o.vWorldNormal.xyz = normalize( worldNormal.xyz );
o.vWorldTangent.xyz = worldTangentS.xyz;
o.vWorldBinormal.xyz = worldTangentT.xyz;
return o;
}