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source-sdk-2013/sp/src/materialsystem/stdshaders/teeth_bump_vs20.fxc
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

153 lines
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//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "INTRO" "0..1"
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "STATIC_LIGHT" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30]
// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
#include "vortwarp_vs20_helper.h"
static const int g_FogType = DOWATERFOG;
static const bool g_bSkinning = SKINNING ? true : false;
const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_0 );
#if INTRO
const float4 const4 : register( SHADER_SPECIFIC_CONST_1 );
#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;
float4 vUserData : TANGENT; // Sign for cross product in w
// 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;
float4 worldVertToEyeVector_Darkening : TEXCOORD1;
float3x3 tangentSpaceTranspose : TEXCOORD2;
// second row : TEXCOORD3;
// third row : TEXCOORD4;
float4 worldPos_projPosZ : TEXCOORD5;
float2 lightAtten01 : TEXCOORD6;
float2 lightAtten23 : TEXCOORD7;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos;
float3 vNormal;
float4 vTangent;
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ),
vPosition.xyz, vNormal, vTangent.xyz );
#endif
// Perform skinning
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
v.vBoneWeights, v.vBoneIndices, worldPos,
worldNormal, worldTangentS, worldTangentT );
#if INTRO
WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, worldTangentS, worldTangentT );
#endif
// 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.projPos = vProjPos;
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
#if !defined( _X360 )
// Set fixed-function fog factor
o.fog = CalcFog( worldPos, vProjPos, g_FogType );
#endif
// Needed for specular
o.worldVertToEyeVector_Darkening.xyz = cEyePos - worldPos;
// Special darkening of lights for mouth open/close
o.worldVertToEyeVector_Darkening.w = cTeethLighting.w * saturate( dot( worldNormal, cTeethLighting.xyz ) );;
// Scalar light attenuation (mouth darkening applied in pixel shader)
#if defined( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
o.lightAtten01.xy = float2(0,0);
o.lightAtten23.xy = float2(0,0);
#if ( NUM_LIGHTS > 0 )
o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, false );
#endif
#if ( NUM_LIGHTS > 1 )
o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, false );
#endif
#if ( NUM_LIGHTS > 2 )
o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, false );
#endif
#if ( NUM_LIGHTS > 3 )
o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, false );
#endif
#else
o.lightAtten01.x = GetVertexAttenForLight( worldPos, 0, true );
o.lightAtten01.y = GetVertexAttenForLight( worldPos, 1, true );
o.lightAtten23.x = GetVertexAttenForLight( worldPos, 2, true );
o.lightAtten23.y = GetVertexAttenForLight( worldPos, 3, true );
#endif
o.baseTexCoord = v.vTexCoord0;
// Tangent space transform
o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
return o;
}