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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.
150 lines
4.7 KiB
Plaintext
150 lines
4.7 KiB
Plaintext
//======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ======
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// STATIC: "INTRO" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "MORPHING" "0..1" [vs30]
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#include "vortwarp_vs20_helper.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_bSkinning = SKINNING ? true : false;
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const float4 cFlashlightPosition : 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 cTeethLighting : register( SHADER_SPECIFIC_CONST_8 );
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#if INTRO
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const float4 const4 : register( SHADER_SPECIFIC_CONST_9 );
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#define g_Time const4.w
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#define modelOrigin const4.xyz
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#endif
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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_6 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
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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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// 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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float4 vNormal : NORMAL;
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float2 vTexCoord0 : TEXCOORD0;
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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;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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float2 baseTexCoord : TEXCOORD0; // Base texture coordinates
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float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates
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float3 vertAtten : TEXCOORD2; // Distance/spot attenuation
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float4 vProjPos : TEXCOORD3; // Projective space position
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float3 worldPos : TEXCOORD4; // Necessary for pixel fog
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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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// Normalize the flexed normal
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vNormal.xyz = normalize( vNormal.xyz );
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// Transform the position
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float3 worldPos, worldNormal;
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SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
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#if INTRO
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float3 dummy = float3( 0.0f, 0.0f, 0.0f );
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WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, dummy, dummy );
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#endif
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// Transform into projection space
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o.projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.worldPos = worldPos.xyz;
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o.vProjPos = o.projPos;
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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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// 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 = cFlashlightPosition.xyz - worldPos;
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float3 vDistAtten = float3(1, 1, 1);
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vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector );
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vDistAtten.y = rsqrt( vDistAtten.z );
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float flDist = vDistAtten.z * vDistAtten.y; // Distance to light
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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 NdotL = saturate( dot( worldNormal, normalize( vWorldPosToLightVector ) ) );
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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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// Final attenuation from flashlight only...
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float linearAtten = NdotL * dot( vDistAtten, cFlashlighAtten.xyz ) * endFalloffFactor;
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// Forward vector
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float3 vForward = cTeethLighting.xyz;
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float fIllumFactor = cTeethLighting.w;
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// Modulate flashlight by mouth darkening
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o.vertAtten = linearAtten * fIllumFactor * saturate( dot( worldNormal, vForward ) );
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o.baseTexCoord = v.vTexCoord0;
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return o;
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}
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