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https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-21 11:17:56 +03:00
7309a5f13f
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
145 lines
4.9 KiB
Plaintext
145 lines
4.9 KiB
Plaintext
// ------------------------------------------------------------------------------
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// $cLight0Pos = world space light position
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// $SHADER_SPECIFIC_CONST_1 = spotlight projection
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// $SHADER_SPECIFIC_CONST_2 = spotlight projection
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// $SHADER_SPECIFIC_CONST_3 = spotlight projection
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// $SHADER_SPECIFIC_CONST_4 = spotlight projection
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// $SHADER_SPECIFIC_CONST_5 = far z
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// $SHADER_SPECIFIC_CONST_6 = eyeball origin
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// $SHADER_SPECIFIC_CONST_7 = eyeball up * 0.5
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// $SHADER_SPECIFIC_CONST_8 = iris projection U
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// $SHADER_SPECIFIC_CONST_9 = iris projection V
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// ------------------------------------------------------------------------------
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "MORPHING" "0..1" [vs30]
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const int g_FogType = DOWATERFOG;
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const float4 cLightPosition : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cSpotlightProj1 : register( SHADER_SPECIFIC_CONST_1 );
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const float4 cSpotlightProj2 : register( SHADER_SPECIFIC_CONST_2 );
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const float4 cSpotlightProj3 : register( SHADER_SPECIFIC_CONST_3 );
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const float4 cSpotlightProj4 : register( SHADER_SPECIFIC_CONST_4 );
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const float4 cFlashlighAtten : register( SHADER_SPECIFIC_CONST_5 ); // const, linear, quadratic & farZ
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const float4 cIrisProjectionU : register( SHADER_SPECIFIC_CONST_8 );
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const float4 cIrisProjectionV : register( SHADER_SPECIFIC_CONST_9 );
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#ifdef SHADER_MODEL_VS_3_0
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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struct VS_INPUT
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{
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float4 vPos : POSITION; // Position
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float4 vBoneWeights : BLENDWEIGHT; // Skin weights
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float4 vBoneIndices : BLENDINDICES; // Skin indices
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float4 vNormal : NORMAL;
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float4 vTexCoord0 : TEXCOORD0; // Base (sclera) texture coordinates
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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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#ifdef SHADER_MODEL_VS_3_0
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float vVertexID : POSITION2;
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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; // Projection-space position
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#if !defined( _X360 )
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float fog : FOG; // Fixed-function fog factor
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#endif
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float4 spotTexCoord : TEXCOORD0; // Spotlight texture coordinates
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float2 baseTexCoord : TEXCOORD1; // Base texture coordinates
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float2 irisTexCoord : TEXCOORD3; // Iris texture coordinates
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float3 vertAtten : TEXCOORD4; // vertex attenuation
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float3 worldPos : TEXCOORD5;
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float3 projPosXYZ : TEXCOORD7;
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};
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float RemapValClamped_01( float val, float A, float B )
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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 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 = ( VS_OUTPUT )0;
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float4 vPosition = v.vPos;
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float3 vNormal;
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DecompressVertex_Normal( v.vNormal, vNormal );
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal );
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#endif
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// Perform skinning
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float3 worldNormal, worldPos;
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SkinPositionAndNormal(
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g_bSkinning,
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vPosition, vNormal,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal );
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worldNormal = normalize( worldNormal );
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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.projPosXYZ = projPos.xyz;
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o.worldPos = worldPos.xyz;
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#if !defined( _X360 )
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// Set fixed-function fog factor
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o.fog = CalcFog( worldPos, o.projPos, g_FogType );
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#endif
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// Base texture coordinates
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o.baseTexCoord = v.vTexCoord0;
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// Spotlight texture coordinates
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o.spotTexCoord.x = dot( cSpotlightProj1, float4(worldPos, 1) );
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o.spotTexCoord.y = dot( cSpotlightProj2, float4(worldPos, 1) );
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o.spotTexCoord.z = dot( cSpotlightProj3, float4(worldPos, 1) );
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o.spotTexCoord.w = dot( cSpotlightProj4, float4(worldPos, 1) );
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// Compute vector to light
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float3 vWorldPosToLightVector = cLightPosition.xyz - worldPos;
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float3 vDistAtten = float3(1, 1, 1);
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vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector ); // distsquared
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vDistAtten.y = rsqrt( vDistAtten.z ); // 1 / dist
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float flDist = vDistAtten.z * vDistAtten.y; // dist
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vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared
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float fFarZ = cFlashlighAtten.w;
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float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ );
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o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz );
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o.vertAtten *= dot( normalize( vWorldPosToLightVector ), worldNormal );
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o.irisTexCoord.x = dot( cIrisProjectionU, float4(worldPos, 1) );
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o.irisTexCoord.y = dot( cIrisProjectionV, float4(worldPos, 1) );
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return o;
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} |