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.
250 lines
7.7 KiB
Plaintext
250 lines
7.7 KiB
Plaintext
//======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ======
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "SEAMLESS_BASE" "0..1"
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// STATIC: "SEAMLESS_DETAIL" "0..1"
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// STATIC: "SEPARATE_DETAIL_UVS" "0..1"
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// STATIC: "DECAL" "0..1" [vs30]
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// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
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// STATIC: "DONT_GAMMA_CONVERT_VERTEX_COLOR" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
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// DYNAMIC: "STATIC_LIGHT" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC]
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// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
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// DYNAMIC: "MORPHING" "0..1" [vs30]
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
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// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
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// SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL)
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// SKIP: ($DONT_GAMMA_CONVERT_VERTEX_COLOR && ( ! $VERTEXCOLOR ) )
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const int g_FogType = DOWATERFOG;
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static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
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static const bool g_bCubemap = CUBEMAP ? true : false;
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static const bool g_bFlashlight = FLASHLIGHT ? true : false;
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static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
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#if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL)
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static const bool g_bDecalOffset = true;
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#else
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static const bool g_bDecalOffset = false;
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#endif
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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#if SEAMLESS_DETAIL || SEAMLESS_BASE
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const float cSeamlessScale : register( SHADER_SPECIFIC_CONST_2);
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#define SEAMLESS_SCALE cSeamlessScale.x
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#endif
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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#if defined ( _X360 )
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9
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#endif
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#ifdef SHADER_MODEL_VS_3_0
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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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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float4 vColor : COLOR0;
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float3 vSpecular : COLOR1;
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// make these float2's and stick the [n n 0 1] in the dot math.
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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float4 vTexCoord2 : TEXCOORD2;
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float4 vTexCoord3 : TEXCOORD3;
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// Position and normal/tangent deltas
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float3 vPosFlex : POSITION1;
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float3 vNormalFlex : NORMAL1;
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#ifdef SHADER_MODEL_VS_3_0
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float vVertexID : POSITION2;
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#endif
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION; // Projection-space position
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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#if SEAMLESS_BASE
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HALF3 SeamlessTexCoord : TEXCOORD0; // Base texture x/y/z (indexed by swizzle)
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#else
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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#endif
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#if SEAMLESS_DETAIL
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HALF3 SeamlessDetailTexCoord : TEXCOORD1; // Detail texture coordinate
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#else
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HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
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#endif
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float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
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#if CUBEMAP || _X360
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float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps
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#endif
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float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
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#if defined ( _X360 ) && FLASHLIGHT
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float4 flashlightSpacePos : TEXCOORD5;
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#endif
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float4 vProjPos : TEXCOORD6;
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float4 worldPos_ProjPosZ : TEXCOORD7;
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float4 fogFactorW : COLOR1;
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#if SEAMLESS_DETAIL || SEAMLESS_BASE
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float3 SeamlessWeights : COLOR0; // x y z projection weights
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#endif
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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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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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bool bStaticLight = STATIC_LIGHT ? true : false;
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bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight);
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float4 vPosition = v.vPos;
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float3 vNormal = 0;
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if ( bDoLighting || FLASHLIGHT || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP )
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{
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// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
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DecompressVertex_Normal( v.vNormal, vNormal );
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}
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#if SEAMLESS_BASE || SEAMLESS_DETAIL
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// compute blend weights in rgb
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float3 NNormal=normalize( vNormal );
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o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1.
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#endif
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
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v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal );
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#endif
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// Perform skinning
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float3 worldNormal, worldPos;
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SkinPositionAndNormal(
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g_bSkinning,
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vPosition, vNormal,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal );
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if ( !g_bVertexColor )
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{
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worldNormal = normalize( worldNormal );
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}
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#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL
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// Avoid z precision errors
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worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
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#endif
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o.worldSpaceNormal = worldNormal;
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// Transform into projection space
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = vProjPos;
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.vProjPos = vProjPos;
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o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorW.w;
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#endif
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o.worldPos_ProjPosZ.xyz = worldPos.xyz;
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o.worldPos_ProjPosZ.w = vProjPos.z;
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// Needed for cubemaps
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#if CUBEMAP
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o.worldVertToEyeVector.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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#endif
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#if !defined (_X360) && FLASHLIGHT
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o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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#else
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if ( g_bVertexColor )
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{
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// Assume that this is unlitgeneric if you are using vertex color.
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o.color.rgb = ( DONT_GAMMA_CONVERT_VERTEX_COLOR ) ? v.vColor.rgb : GammaToLinear( v.vColor.rgb );
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o.color.a = v.vColor.a;
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}
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else
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{
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#if ( ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) )
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{
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o.color.xyz = DoLighting( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert );
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}
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#else
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{
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o.color.xyz = DoLightingUnrolled( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
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}
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#endif
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}
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#endif
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#if SEAMLESS_BASE
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o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * v.vPos.xyz;
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#else
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// Base texture coordinates
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o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
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o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
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#endif
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#if SEAMLESS_DETAIL
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// FIXME: detail texcoord as a 2d xform doesn't make much sense here, so I just do enough so
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// that scale works. More smartness could allow 3d xform.
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o.SeamlessDetailTexCoord.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz;
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#else
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// Detail texture coordinates
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// FIXME: This shouldn't have to be computed all the time.
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o.detailTexCoord.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
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o.detailTexCoord.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
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#endif
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#if SEPARATE_DETAIL_UVS
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o.detailTexCoord.xy = v.vTexCoord1.xy;
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#endif
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#if LIGHTING_PREVIEW
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float dot=0.5+0.5*worldNormal*float3(0.7071,0.7071,0);
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o.color.xyz=float3(dot,dot,dot);
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#endif
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#if defined ( _X360 ) && FLASHLIGHT
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o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
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#endif
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return o;
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}
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