//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== // STATIC: "INTRO" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "STATIC_LIGHT" "0..1" // DYNAMIC: "MORPHING" "0..1" [vs30] #include "vortwarp_vs20_helper.h" static const int g_FogType = DOWATERFOG; static const bool g_bSkinning = SKINNING ? true : false; const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_0 ); #if INTRO const float4 const4 : register( SHADER_SPECIFIC_CONST_1 ); #define g_Time const4.w #define modelOrigin const4.xyz #endif #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 { // This is all of the stuff that we ever use. float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL; float2 vTexCoord0 : TEXCOORD0; float4 vUserData : TANGENT; // Sign for cross product in w // 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; #if !defined( _X360 ) float fog : FOG; #endif float2 baseTexCoord : TEXCOORD0; float4 worldVertToEyeVector_Darkening : TEXCOORD1; float3x3 tangentSpaceTranspose : TEXCOORD2; // second row : TEXCOORD3; // third row : TEXCOORD4; float4 worldPos_projPosZ : TEXCOORD5; float2 lightAtten01 : TEXCOORD6; float2 lightAtten23 : TEXCOORD7; }; 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 ); #if INTRO WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, worldTangentS, worldTangentT ); #endif // 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 ); // Transform into projection space o.projPos = mul( float4( worldPos, 1 ), cViewProj ); o.worldPos_projPosZ = float4( worldPos, o.projPos.z ); #if !defined( _X360 ) // Set fixed-function fog factor o.fog = CalcFog( worldPos, o.projPos, g_FogType ); #endif // Needed for specular o.worldVertToEyeVector_Darkening.xyz = cEyePos - worldPos; // Special darkening of lights for mouth open/close o.worldVertToEyeVector_Darkening.w = cTeethLighting.w * saturate( dot( worldNormal, cTeethLighting.xyz ) );; // Scalar light attenuation (mouth darkening applied in pixel shader) o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0 ); o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1 ); o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2 ); o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3 ); o.baseTexCoord = v.vTexCoord0; // 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; }