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.
92 lines
2.5 KiB
Plaintext
92 lines
2.5 KiB
Plaintext
// STATIC: "VERTEXCOLOR" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_bSkinning = SKINNING ? true : false;
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const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cMaskTextureTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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const float4 cDetailTextureTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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const float4 g_vVertexColor : register( SHADER_SPECIFIC_CONST_6 );
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struct VS_INPUT
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{
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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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#if VERTEXCOLOR
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float4 vColor : COLOR0;
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#endif
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float4 vTexCoord0 : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float2 vTexCoord2 : TEXCOORD2;
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float2 vTexCoord3 : TEXCOORD3;
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float4 vColor : COLOR0;
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float4 fogFactorW : COLOR1;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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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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float3 worldPos;
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float3 worldNormal;
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//------------------------------------------------------------------------------
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// Vertex blending
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//------------------------------------------------------------------------------
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SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos );
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.vProjPos = vProjPos;
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vProjPos = dot( float4( worldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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//------------------------------------------------------------------------------
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// Fog
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//------------------------------------------------------------------------------
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o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorW;
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#endif
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//------------------------------------------------------------------------------
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// Texture coord transforms
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//------------------------------------------------------------------------------
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o.vTexCoord0 = mul( v.vTexCoord0, (float2x4)cBaseTextureTransform );
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o.vTexCoord3 = mul( v.vTexCoord0, (float2x4)cDetailTextureTransform );
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o.vColor = cModulationColor;
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#if VERTEXCOLOR
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// 0 or 1 for g_vVertexColor.x, eliminating a bool
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o.vColor = lerp( o.vColor, o.vColor * v.vColor, g_vVertexColor.x );
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#endif
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return o;
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}
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