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cool-source-archive/materialsystem/stdshadersdx11/lightmappedgeneric_vs40.fxc
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

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6.1 KiB
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// 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;
}