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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.
174 lines
6.1 KiB
Plaintext
174 lines
6.1 KiB
Plaintext
//======= Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======
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// STATIC: "DECAL" "0..1" [vs30]
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// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
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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: "LIGHTING_PREVIEW" "0..1" [PC]
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// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
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// DYNAMIC: "MORPHING" "0..1" [vs30]
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
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// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const int g_FogType = DOWATERFOG;
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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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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//-----------------------------------------------------------------------------
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// Input vertex format
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//-----------------------------------------------------------------------------
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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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float4 vColor : COLOR0;
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float3 vSpecular : COLOR1;
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// make these float2's and stick the [n n 0 1] in the dot math.
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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float4 vTexCoord2 : TEXCOORD2;
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float4 vTexCoord3 : TEXCOORD3;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vUserData : TANGENT;
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// Position and normal/tangent deltas
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float4 vPosFlex : POSITION1;
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float4 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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// Stuff that isn't seen by the pixel shader
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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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// Stuff that is seen by the pixel shader
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float4 baseTexCoord : TEXCOORD0; // includes detail tex coord
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float3 lightAtten : TEXCOORD1;
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float3 worldVertToEyeVector : TEXCOORD2;
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float3x3 tangentSpaceTranspose : TEXCOORD3;
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// second row : TEXCOORD4;
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// third row : TEXCOORD5;
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float4 worldPos_atten3 : TEXCOORD6;
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float4 projPos_fWrinkleWeight : TEXCOORD7;
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};
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//-----------------------------------------------------------------------------
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// Main shader entry point
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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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float4 vTangent;
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( v.vPosFlex, v.vNormalFlex,
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vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, v.vTexCoord2,
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vPosition.xyz, vNormal, vTangent.xyz, o.projPos_fWrinkleWeight.w );
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#endif
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// Perform skinning
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float3 worldNormal, worldPos, worldTangentS, worldTangentT;
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SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
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v.vBoneWeights, v.vBoneIndices, worldPos,
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worldNormal, worldTangentS, worldTangentT );
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// Always normalize since flex path is controlled by runtime
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// constant not a shader combo and will always generate the normalization
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worldNormal = normalize( worldNormal );
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worldTangentS = normalize( worldTangentS );
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worldTangentT = normalize( worldTangentT );
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#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL
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// Avoid z precision errors
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worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
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#endif
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// Transform into projection space
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = vProjPos;
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.projPos_fWrinkleWeight.xyz = vProjPos.xyz;
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#if !defined( _X360 )
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o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType );
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#endif
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// Needed for water fog alpha and diffuse lighting
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// FIXME: we shouldn't have to compute this all the time.
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o.worldPos_atten3.xyz = worldPos;
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// Needed for specular
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o.worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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// Compute bumped lighting
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// FIXME: We shouldn't have to compute this for unlit materials
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#if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
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o.lightAtten.xyz = float3(0,0,0);
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o.worldPos_atten3.w = 0.0f;
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#if ( NUM_LIGHTS > 0 )
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
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#endif
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#if ( NUM_LIGHTS > 1 )
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
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#endif
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#if ( NUM_LIGHTS > 2 )
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
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#endif
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#if ( NUM_LIGHTS > 3 )
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o.worldPos_atten3.w = GetVertexAttenForLight( worldPos, 3, false );
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#endif
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#else
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true );
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true );
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true );
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o.worldPos_atten3.w = GetVertexAttenForLight( worldPos, 3, true );
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#endif
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// Base texture coordinate transform
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o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
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o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
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o.baseTexCoord.z = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
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o.baseTexCoord.w = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
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// Tangent space transform
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o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
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o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
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o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
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return o;
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}
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