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184
materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc
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184
materialsystem/stdshaders/lightmappedgeneric_flashlight_vs20.fxc
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//====== Copyright <20> 1996-2004, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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// STATIC: "NORMALMAP" "0..1"
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// STATIC: "WORLDVERTEXTRANSITION" "0..1"
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// STATIC: "SEAMLESS" "0..1"
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// STATIC: "DETAIL" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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#include "common_vs_fxc.h"
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const float3 g_FlashlightPos : register( SHADER_SPECIFIC_CONST_0 );
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_1 );
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const float4 g_FlashlightAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 );
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#if SEAMLESS
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const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_6 );
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#define SEAMLESS_SCALE (SeamlessScale.x)
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#endif
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 );
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const float4 cNormalMapOrDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 );
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static const int g_FogType = DOWATERFOG;
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struct VS_INPUT
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{
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float3 vPos : POSITION; //This HAS to match lightmappedgeneric_vs20.fxc's position input. Otherwise depth fighting errors occur on the 360
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float4 vNormal : NORMAL;
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float2 vBaseTexCoord : TEXCOORD0;
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#if WORLDVERTEXTRANSITION
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float2 vLightmapTexCoord : TEXCOORD1;
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float4 vColor : COLOR0;
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#endif
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#if NORMALMAP
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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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;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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float4 spotTexCoord : TEXCOORD0;
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#if SEAMLESS
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float3 SeamlessTexCoord : TEXCOORD1;
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#else
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float2 baseTexCoord : TEXCOORD1;
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#endif
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#if NORMALMAP
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float3 tangentPosToLightVector : TEXCOORD2;
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float2 normalMapTexCoord : TEXCOORD3;
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#else
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float3 worldPosToLightVector : TEXCOORD2;
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float3 normal : TEXCOORD3;
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#endif
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float2 detailCoords : TEXCOORD4;
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float4 worldPos_worldTransition : TEXCOORD5;
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float3 vProjPos : TEXCOORD6;
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float4 fogFactorW : TEXCOORD7;
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};
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float RemapValClamped( float val, float A, float B, float C, float D)
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{
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float cVal = (val - A) / (B - A);
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cVal = saturate( cVal );
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return C + (D - C) * cVal;
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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;
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float3 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float4 projPos;
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float3 worldPos;
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float3 worldNormal;
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float3 eyeVector;
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//Projection math HAS to match lightmappedgeneric_vs20.fxc's math exactly. Otherwise depth fighting errors occur on the 360
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projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
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o.projPos = projPos;
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o.vProjPos.xyz = projPos.xyw;
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worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
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worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
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o.worldPos_worldTransition = float4( worldPos.xyz, 1.0f );
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o.fogFactorW = CalcFog( worldPos, projPos, 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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#if NORMALMAP
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float3 worldTangentS = mul( v.vTangentS, cModel[0] );
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float3 worldTangentT = mul( v.vTangentT, cModel[0] );
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#endif
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#if SEAMLESS
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float3 vNormal=normalize( worldNormal );
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o.fogFactorW.xyz = vNormal * vNormal; // sums to 1.
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o.SeamlessTexCoord = SEAMLESS_SCALE*worldPos;
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// Generate new tangent and binormal with seamless projection
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#if NORMALMAP
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// Brute-force for prototype - This must match the projection in the pixel shader!
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//float3 vVecX = { 1.0f, 0.0f, 0.0f };
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//float3 vVecY = { 0.0f, 1.0f, 0.0f };
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//float3 vVecZ = { 0.0f, 0.0f, 1.0f };
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//worldTangentS.xyz = normalize( ( o.fogFactorW.x * vVecZ.xyz ) + ( o.fogFactorW.y * vVecX.xyz ) + ( o.fogFactorW.z * vVecX.xyz ) );
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//worldTangentT.xyz = normalize( ( o.fogFactorW.x * vVecY.xyz ) + ( o.fogFactorW.y * vVecZ.xyz ) + ( o.fogFactorW.z * vVecY.xyz ) );
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// Optimized version - This must match the projection in the pixel shader!
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worldTangentS.xyz = normalize( float3( o.fogFactorW.y + o.fogFactorW.z, 0.0f, o.fogFactorW.x ) );
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worldTangentT.xyz = normalize( float3( 0.0f, o.fogFactorW.x + o.fogFactorW.z, o.fogFactorW.y ) );
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#endif
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#else
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#if (SEAMLESS == 0 )
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o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
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o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
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#endif
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#endif
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float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
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o.spotTexCoord = spotTexCoord.xyzw;
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float3 worldPosToLightVector = g_FlashlightPos - worldPos;
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#if NORMALMAP
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#if (DETAIL == 0)
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o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w;
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o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w;
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#else
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#if SEAMLESS
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o.normalMapTexCoord = v.vBaseTexCoord;
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#else
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o.normalMapTexCoord = o.baseTexCoord;
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#endif
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#endif
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o.tangentPosToLightVector.x = dot( worldPosToLightVector, worldTangentS );
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o.tangentPosToLightVector.y = dot( worldPosToLightVector, worldTangentT );
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o.tangentPosToLightVector.z = dot( worldPosToLightVector, worldNormal );
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#else
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o.worldPosToLightVector = worldPosToLightVector;
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o.normal = worldNormal;
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#endif
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#if DETAIL
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o.detailCoords.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w;
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o.detailCoords.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w;
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#else
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o.detailCoords = float2(0,0);
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#endif
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//float3 delta = worldPosToLightVector;
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//float distSquared = dot( delta, delta );
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//float dist = sqrt( distSquared );
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//float farZ = g_FlashlightAttenuationFactors.w;
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//float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f );
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//o.projPos_atten.w = endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) );
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//o.projPos_atten.w = saturate( o.projPos_atten.w );
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#if WORLDVERTEXTRANSITION
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o.worldPos_worldTransition.w = v.vColor.w;
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#endif
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return o;
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}
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