mirror of
https://github.com/alliedmodders/hl2sdk.git
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162 lines
4.9 KiB
Plaintext
162 lines
4.9 KiB
Plaintext
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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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// DYNAMIC: "LIGHT_COMBO" "0..21"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "NUM_BONES" "0..3"
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// DYNAMIC: "LIGHTING_PREVIEW" "0..1"
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#include "common_vs_fxc.h"
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#ifdef USE_CONDITIONALS
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const bool g_bZeroBones : register( b0 );
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const bool g_bOneBone : register( b1 );
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const bool g_bTwoBones : register( b2 );
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#else
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static const int g_NumBones = NUM_BONES;
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#endif
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static const int g_LightCombo = LIGHT_COMBO;
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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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static const int g_StaticLightType = g_StaticLightTypeArray[g_LightCombo];
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static const int g_AmbientLightType = g_AmbientLightTypeArray[g_LightCombo];
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static const int g_LocalLightType0 = g_LocalLightType0Array[g_LightCombo];
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static const int g_LocalLightType1 = g_LocalLightType1Array[g_LightCombo];
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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// FIXME: don't need none of this!
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const float4 cEnvmapMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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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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float3 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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};
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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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float fog : FOG;
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
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float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
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#if CUBEMAP
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float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps
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#endif
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#if CUBEMAP || FLASHLIGHT || LIGHTING_PREVIEW
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float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
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#endif
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
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float4 fogFactorW : COLOR1;
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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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float4 vPosition = v.vPos;
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float3 vNormal = v.vNormal;
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// Flexes coming in from a separate stream (contribution masked by cFlexScale.x)
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vPosition.xyz += v.vPosFlex * cFlexScale.x;
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vNormal += v.vNormalFlex * cFlexScale.x;
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// Perform skinning
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float3 worldNormal, worldPos;
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SkinPositionAndNormal(
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g_NumBones,
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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 CUBEMAP || FLASHLIGHT || LIGHTING_PREVIEW
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o.worldSpaceNormal = worldNormal;
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#endif
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// Transform into projection space
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float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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o.fogFactorW.w = o.fog = CalcFog( worldPos, projPos, g_FogType );
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// Needed for water fog alpha;
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// FIXME: we shouldn't have to compute this all thie time.
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o.worldPos_projPosZ = float4( worldPos.xyz, projPos.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( g_bFlashlight )
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{
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o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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}
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else
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{
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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 = 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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// Compute vertex lighting
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o.color.xyz = DoLighting( worldPos, worldNormal, v.vSpecular,
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g_StaticLightType, g_AmbientLightType, g_LocalLightType0, g_LocalLightType1, 1.0f, g_bHalfLambert );
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}
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}
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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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// 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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#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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// o.color.xyz = vNormal * 0.5f + 0.5f;
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return o;
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}
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