// STATIC: "ENVMAP_MASK" "0..1" // STATIC: "TANGENTSPACE" "0..1" // STATIC: "BUMPMAP" "0..1" // STATIC: "DIFFUSEBUMPMAP" "0..1" // STATIC: "VERTEXCOLOR" "0..1" // STATIC: "VERTEXALPHATEXBLENDFACTOR" "0..1" // STATIC: "SEAMLESS" "0..1" // STATIC: "BUMPMASK" "0..1" // DYNAMIC: "FASTPATH" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // This should not be a combo since I'm a moron with the tangent space and the flashlight. // SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP // SKIP: $SEAMLESS && $RELIEF_MAPPING // SKIP: $BUMPMASK && $RELIEF_MAPPING // SKIP: $BUMPMASK && $SEAMLESS // SKIP: $CASCADED_SHADOW && $LIGHTING_PREVIEW #include "common_cbuffers_def_noskinning_fxc.h" #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK; static const bool g_bTangentSpace = TANGENTSPACE; static const bool g_bBumpmap = BUMPMAP; static const bool g_bBumpmapDiffuseLighting = DIFFUSEBUMPMAP; static const bool g_bVertexColor = VERTEXCOLOR; static const bool g_bVertexAlphaTexBlendFactor = VERTEXALPHATEXBLENDFACTOR; static const bool g_BumpMask = BUMPMASK; #include "lightmappedgeneric_dx11_shared_fxc.h" cbuffer LightmappedGeneric_VS : register(b3) { LightmappedGeneric_t c; }; #define SEAMLESS_SCALE c.cSeamlessScale struct VS_INPUT { float3 vPos : POSITION; float4 vNormal : NORMAL; float2 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; float2 vLightmapTexCoordOffset : TEXCOORD2; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; float4 vColor : COLOR; }; struct VS_OUTPUT { float4 projPos : SV_POSITION; float4 vertexColor : COLOR; // in seamless, r g b = blend weights #if SEAMLESS float4 SeamlessTexCoord_VertexBlend : TEXCOORD0; // x y z #else float3 baseTexCoord_VertexBlend : TEXCOORD0; #endif float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; float4 lightmapTexCoord1And2 : TEXCOORD2; float4 lightmapTexCoord3 : TEXCOORD3; // and basetexcoord*mask_scale float4 worldPos_projPosZ : TEXCOORD4; #if TANGENTSPACE || (LIGHTING_PREVIEW) float3x3 tangentSpaceTranspose : TEXCOORD5; // and 6 and 7 #endif float3 eyePos : COLOR1; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal ); float3 worldPos = mul( float4( v.vPos, 1 ), cModelMatrix ).xyz; o.eyePos = mul(float4(worldPos, 1), cViewMatrix).xyz; float4 vProjPos = ComputeProjPos(v.vPos.xyz, cModelMatrix, cViewMatrix, cProjMatrix); o.projPos = vProjPos; o.worldPos_projPosZ = float4( worldPos, vProjPos.z ); float3 worldNormal = mul( vObjNormal, ( float3x3 )cModelMatrix ); #if TANGENTSPACE || (LIGHTING_PREVIEW) float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModelMatrix ); float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModelMatrix ); o.tangentSpaceTranspose[0] = worldTangentS; o.tangentSpaceTranspose[1] = worldTangentT; o.tangentSpaceTranspose[2] = worldNormal; #endif //float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos); #if SEAMLESS { // we need to fill in the texture coordinate projections o.SeamlessTexCoord_VertexBlend.xyz = SEAMLESS_SCALE*worldPos; } #else { if (FASTPATH) { o.baseTexCoord_VertexBlend.xy = v.vBaseTexCoord; } else { o.baseTexCoord_VertexBlend.x = dot( v.vBaseTexCoord, c.cBaseTexCoordTransform[0] ) + c.cBaseTexCoordTransform[0].w; o.baseTexCoord_VertexBlend.y = dot( v.vBaseTexCoord, c.cBaseTexCoordTransform[1] ) + c.cBaseTexCoordTransform[1].w; } #if ( RELIEF_MAPPING == 0 ) { // calculate detailorbumptexcoord if ( FASTPATH ) o.detailOrBumpAndEnvmapMaskTexCoord.xy = v.vBaseTexCoord.xy; else { o.detailOrBumpAndEnvmapMaskTexCoord.x = dot( v.vBaseTexCoord, c.cDetailOrBumpTexCoordTransform[0] ) + c.cDetailOrBumpTexCoordTransform[0].w; o.detailOrBumpAndEnvmapMaskTexCoord.y = dot( v.vBaseTexCoord, c.cDetailOrBumpTexCoordTransform[1] ) + c.cDetailOrBumpTexCoordTransform[1].w; } } #endif } #endif if ( FASTPATH ) { o.lightmapTexCoord3.zw = v.vBaseTexCoord; } else { o.lightmapTexCoord3.z = dot( v.vBaseTexCoord, c.cBlendMaskTexCoordTransform[0] ) + c.cBlendMaskTexCoordTransform[0].w; o.lightmapTexCoord3.w = dot( v.vBaseTexCoord, c.cBlendMaskTexCoordTransform[1] ) + c.cBlendMaskTexCoordTransform[1].w; } // compute lightmap coordinates if( g_bBumpmap && g_bBumpmapDiffuseLighting ) { o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset; // reversed component order o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; o.lightmapTexCoord1And2.z = lightmapTexCoord2.y; o.lightmapTexCoord3.xy = lightmapTexCoord3; } else { o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord; } #if ( RELIEF_MAPPING == 0) if( g_UseSeparateEnvmapMask || g_BumpMask ) { // reversed component order # if FASTPATH o.detailOrBumpAndEnvmapMaskTexCoord.wz = v.vBaseTexCoord.xy; # else o.detailOrBumpAndEnvmapMaskTexCoord.w = dot( v.vBaseTexCoord, c.cEnvmapMaskTexCoordTransform[0] ) + c.cEnvmapMaskTexCoordTransform[0].w; o.detailOrBumpAndEnvmapMaskTexCoord.z = dot( v.vBaseTexCoord, c.cEnvmapMaskTexCoordTransform[1] ) + c.cEnvmapMaskTexCoordTransform[1].w; # endif } #endif if (!g_bVertexColor) { o.vertexColor = float4( 1.0f, 1.0f, 1.0f, c.cModulationColor.a ); } else { #if FASTPATH o.vertexColor = v.vColor; #else if ( g_bVertexAlphaTexBlendFactor ) { o.vertexColor.rgb = v.vColor.rgb; o.vertexColor.a = c.cModulationColor.a; } else { o.vertexColor = v.vColor; o.vertexColor.a *= c.cModulationColor.a; } #endif } #if SEAMLESS // compute belnd weights in rgb float3 vNormal=normalize( worldNormal ); o.vertexColor.xyz = vNormal * vNormal; // sums to 1. #endif if ( g_bVertexAlphaTexBlendFactor ) { #if SEAMLESS o.SeamlessTexCoord_VertexBlend.w = v.vColor.a; #else o.baseTexCoord_VertexBlend.z = v.vColor.a; #endif } return o; }