Joe Ludwig 7309a5f13f Added many shader source files
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.
2013-12-23 15:00:03 -08:00

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//======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ======
// STATIC: "INTRO" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "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 cFlashlightPosition : register( SHADER_SPECIFIC_CONST_0 );
const float4 cSpotlightProj1 : register( SHADER_SPECIFIC_CONST_1 );
const float4 cSpotlightProj2 : register( SHADER_SPECIFIC_CONST_2 );
const float4 cSpotlightProj3 : register( SHADER_SPECIFIC_CONST_3 );
const float4 cSpotlightProj4 : register( SHADER_SPECIFIC_CONST_4 );
const float4 cFlashlighAtten : register( SHADER_SPECIFIC_CONST_5 ); // const, linear, quadratic & farZ
const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_8 );
#if INTRO
const float4 const4 : register( SHADER_SPECIFIC_CONST_9 );
#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;
// 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; // Base texture coordinates
float4 spotTexCoord : TEXCOORD1; // Spotlight texture coordinates
float3 vertAtten : TEXCOORD2; // Distance/spot attenuation
float4 vProjPos : TEXCOORD3; // Projective space position
float3 worldPos : TEXCOORD4; // Necessary for pixel fog
};
float RemapValClamped_01( float val, float A, float B )
{
float cVal = (val - A) / (B - A);
cVal = saturate( cVal );
return cVal;
}
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos;
float3 vNormal;
DecompressVertex_Normal( v.vNormal, vNormal );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal );
#endif
// Normalize the flexed normal
vNormal.xyz = normalize( vNormal.xyz );
// Transform the position
float3 worldPos, worldNormal;
SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
#if INTRO
float3 dummy = float3( 0.0f, 0.0f, 0.0f );
WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, dummy, dummy );
#endif
// Transform into projection space
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
o.worldPos = worldPos.xyz;
o.vProjPos = o.projPos;
#if !defined( _X360 )
// Set fixed-function fog factor
o.fog = CalcFog( worldPos, o.projPos, g_FogType );
#endif
// Spotlight texture coordinates
o.spotTexCoord.x = dot( cSpotlightProj1, float4(worldPos, 1) );
o.spotTexCoord.y = dot( cSpotlightProj2, float4(worldPos, 1) );
o.spotTexCoord.z = dot( cSpotlightProj3, float4(worldPos, 1) );
o.spotTexCoord.w = dot( cSpotlightProj4, float4(worldPos, 1) );
// Compute vector to light
float3 vWorldPosToLightVector = cFlashlightPosition.xyz - worldPos;
float3 vDistAtten = float3(1, 1, 1);
vDistAtten.z = dot( vWorldPosToLightVector, vWorldPosToLightVector );
vDistAtten.y = rsqrt( vDistAtten.z );
float flDist = vDistAtten.z * vDistAtten.y; // Distance to light
vDistAtten.z = 1.0f / vDistAtten.z; // 1 / distsquared
float fFarZ = cFlashlighAtten.w;
float NdotL = saturate( dot( worldNormal, normalize( vWorldPosToLightVector ) ) );
float endFalloffFactor = RemapValClamped_01( flDist, fFarZ, 0.6 * fFarZ );
o.vertAtten.xyz = endFalloffFactor * dot( vDistAtten, cFlashlighAtten.xyz );
// Final attenuation from flashlight only...
float linearAtten = NdotL * dot( vDistAtten, cFlashlighAtten.xyz ) * endFalloffFactor;
// Forward vector
float3 vForward = cTeethLighting.xyz;
float fIllumFactor = cTeethLighting.w;
// Modulate flashlight by mouth darkening
o.vertAtten = linearAtten * fIllumFactor * saturate( dot( worldNormal, vForward ) );
o.baseTexCoord = v.vTexCoord0;
return o;
}