sourcearena/sp/src/materialsystem/stdshaders/vertexlit_and_unlit_generic_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

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