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hl2sdk/materialsystem/stdshaders/cloak_vs20.fxc

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2012-07-06 20:35:59 -05:00
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
//
// Purpose:
//
//===========================================================================//
// STATIC: "MODEL" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
#include "common_fog_vs_fxc.h"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ]
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
#ifdef SHADER_MODEL_VS_3_0
// NOTE: cMorphTargetTextureDim.xy = target dimensions,
// cMorphTargetTextureDim.z = 4tuples/morph
const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
float4 vBaseTexCoord : TEXCOORD0;
float4 vUserData : TANGENT;
// 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 vSetupProjPos : POSITION;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float2 vBaseTexCoord : TEXCOORD0;
float3x3 tangentSpaceTranspose : TEXCOORD1;
// second row : TEXCOORD2;
// third row : TEXCOORD3;
float3 worldPos : TEXCOORD4;
float3 projPos : TEXCOORD5;
float4 lightAtten : TEXCOORD6;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos;
float3 vNormal;
float4 vTangent;
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ),
vPosition.xyz, vNormal, vTangent.xyz );
#endif
// Perform skinning
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
v.vBoneWeights, v.vBoneIndices, worldPos,
worldNormal, worldTangentS, worldTangentT );
// Always normalize since flex path is controlled by runtime
// constant not a shader combo and will always generate the normalization
worldNormal = normalize( worldNormal );
worldTangentS = normalize( worldTangentS );
worldTangentT = normalize( worldTangentT );
// Projected position
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.vSetupProjPos = vProjPos;
// 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;
// Scalar light attenuation
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0 );
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1 );
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2 );
o.lightAtten.w = GetVertexAttenForLight( worldPos, 3 );
// Compute fog based on the position
float3 vWorldPos = mul( v.vPos, cModel[0] );
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
o.fog = CalcFixedFunctionFog( vWorldPos, g_FogType );
#endif
// World position
o.worldPos = worldPos;
// Refract position
o.projPos = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
// Tranform bump coordinates
o.vBaseTexCoord = v.vBaseTexCoord;
// Tangent space transform
o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
return o;
}