//===================== Copyright (c) Valve Corporation. All Rights Reserved. ====================== // // Example vertex shader that can be applied to models // //================================================================================================== // STATIC: "VERTEXCOLOR" "0..1" // STATIC: "CUBEMAP" "0..1" // STATIC: "DONT_GAMMA_CONVERT_VERTEX_COLOR" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "LIGHTING_PREVIEW" "0..1" // DYNAMIC: "NUM_LIGHTS" "0..4" // DYNAMIC: "DYNAMIC_LIGHT" "0..1" // DYNAMIC: "STATIC_LIGHT" "0..1" #include "common_vs_fxc.h" static const bool g_bSkinning = SKINNING ? true : false; static const bool g_bVertexColor = VERTEXCOLOR ? true : false; static const int g_FogType = DOWATERFOG; const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); //----------------------------------------------------------------------------- // Input vertex format //----------------------------------------------------------------------------- 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 vColor : COLOR0; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; float4 vUserData : TANGENT; }; struct VS_OUTPUT { // Stuff that isn't seen by the pixel shader float4 projPosSetup : POSITION; float fog : FOG; // Stuff that is seen by the pixel shader float2 baseTexCoord : TEXCOORD0; float4 lightAtten : TEXCOORD1; float3 worldNormal : TEXCOORD2; float3 worldPos : TEXCOORD3; float4 projPos : TEXCOORD4; float4 color : TEXCOORD5; // Vertex color (from lighting or unlit) float3 localPos : TEXCOORD6; // for Irradiance calculations float4 vWorldTangent : TEXCOORD7; float3 vWorldBinormal : TEXCOORD8; }; //----------------------------------------------------------------------------- // Main shader entry point //----------------------------------------------------------------------------- VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; bool bDynamicLight = DYNAMIC_LIGHT ? true : false; bool bStaticLight = STATIC_LIGHT ? true : false; bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight); float4 vPosition = v.vPos; float3 vNormal; float4 vTangent; DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent ); // Perform skinning float3 worldNormal, worldPos, worldTangentS, worldTangentT; SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal, worldTangentS, worldTangentT ); // 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 float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPosSetup = vProjPos; vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); o.projPos = vProjPos; o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType ); // Needed for water fog alpha and diffuse lighting o.worldPos = worldPos; o.worldNormal.xyz = worldNormal.xyz; o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w o.vWorldBinormal.xyz = worldTangentT.xyz; if ( g_bVertexColor ) { // Assume that this is unlitgeneric if you are using vertex color. o.color.rgb = ( DONT_GAMMA_CONVERT_VERTEX_COLOR ) ? v.vColor.rgb : GammaToLinear( v.vColor.rgb ); o.color.a = v.vColor.a; } // Scalar attenuations for four lights o.lightAtten.xyz = float4(0,0,0,0); #if ( NUM_LIGHTS > 0 ) o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false ); #endif #if ( NUM_LIGHTS > 1 ) o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false ); #endif #if ( NUM_LIGHTS > 2 ) o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false ); #endif #if ( NUM_LIGHTS > 3 ) o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false ); #endif // Base texture coordinate transform o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); return o; }