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https://github.com/alliedmodders/hl2sdk.git
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123 lines
4.4 KiB
Plaintext
123 lines
4.4 KiB
Plaintext
// STATIC: "VERTEXCOLOR" "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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static const int g_NumBones = NUM_BONES;
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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 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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//-----------------------------------------------------------------------------
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// Input vertex format
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//-----------------------------------------------------------------------------
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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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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vUserData : TANGENT;
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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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// Stuff that isn't seen by the pixel shader
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float4 projPos : POSITION;
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float fog : FOG;
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float2 baseTexCoord : TEXCOORD0;
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float4 color2_wrinkleWeight : TEXCOORD1;
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float3 color1 : TEXCOORD2;
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float3 worldVertToEyeVector : TEXCOORD3;
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float3x3 tangentSpaceTranspose : TEXCOORD4;
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// second row : TEXCOORD5;
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// third row : TEXCOORD6;
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float4 worldPos_projPosZ : TEXCOORD7;
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};
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//-----------------------------------------------------------------------------
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// Main shader entry point
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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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float4 vTangent = v.vUserData;
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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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vTangent.xyz += v.vNormalFlex * cFlexScale.x; // Tangent uses normal deltas
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// Set the wrinkle map coefficient
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o.color2_wrinkleWeight.w = abs(v.vPosFlex) / 2.0f;
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// Perform skinning
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float3 worldNormal, worldPos, worldTangentS, worldTangentT;
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SkinPositionNormalAndTangentSpace( g_NumBones, vPosition, vNormal, vTangent,
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v.vBoneWeights, v.vBoneIndices, worldPos,
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worldNormal, worldTangentS, worldTangentT );
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// Always normalize since flex path is controlled by runtime
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// constant not a shader combo and will always generate the normalization
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worldNormal = normalize( worldNormal );
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worldTangentS = normalize( worldTangentS );
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worldTangentT = normalize( worldTangentT );
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// Transform into projection space
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o.projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.fog = CalcFog( worldPos, o.projPos, g_FogType );
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// Needed for water fog alpha and diffuse lighting
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// FIXME: we shouldn't have to compute this all the time.
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o.worldPos_projPosZ = float4( worldPos, o.projPos.z );
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// Needed for specular
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o.worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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// Compute bumped lighting
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// FIXME: We shouldn't have to compute this for unlit materials
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o.color1 = GetVertexColorForLight( worldPos, worldNormal, 0, g_LocalLightType0 );
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o.color2_wrinkleWeight.xyz = GetVertexColorForLight( worldPos, worldNormal, 1, g_LocalLightType1 );
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// Base texture coordinate transform
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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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// Tangent space transform
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o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
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o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
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o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
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return o;
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}
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