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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.
123 lines
3.6 KiB
Plaintext
123 lines
3.6 KiB
Plaintext
//====== Copyright © 1996-2007, 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: "VERTEXCOLOR" "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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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 );
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const float4 cNormalMapTexCoordTransform[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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// If this is float4, and the input is float3, the w component default to one.
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float4 vPos : POSITION;
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float3 vNormal : NORMAL;
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float2 vBaseTexCoord : TEXCOORD0;
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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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float4 vColor : COLOR0;
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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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float2 baseTexCoord : TEXCOORD1;
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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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float4 vertAtten : COLOR0;
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};
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float RemapValClamped( 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;
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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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projPos = mul( v.vPos, cModelViewProj );
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o.projPos = projPos;
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worldPos = mul( v.vPos, cModel[0] );
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worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] );
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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 !defined( _X360 )
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o.fog = CalcFog( worldPos, projPos, g_FogType );
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#endif
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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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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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o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[0] ) + cNormalMapTexCoordTransform[0].w;
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o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[1] ) + cNormalMapTexCoordTransform[1].w;
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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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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, 0.6 * farZ );
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o.vertAtten.xyz = saturate( endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) );
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#if WORLDVERTEXTRANSITION
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o.vertAtten.w = 1 - v.vColor.w;
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#else
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#if VERTEXCOLOR
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o.vertAtten.w = v.vColor.w;
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#else
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o.vertAtten.w = 1.0f;
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#endif
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#endif
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return o;
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}
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