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materialsystem/stdshaders/decalmodulate_vs20.fxc
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149
materialsystem/stdshaders/decalmodulate_vs20.fxc
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// based on vertexlit_and_unlit_generic_vs20.fxc
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "LIGHTING_PREVIEW" "0..1" [PC]
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// STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE]
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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#include "common_fog_vs_fxc.h"
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// DYNAMIC: "SKINNING" "0..0" [vs20]
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// DYNAMIC: "SKINNING" "0..1" [vs30]
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// DYNAMIC: "MORPHING" "0..0" [ = false ]
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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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static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
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#if ( defined( SHADER_MODEL_VS_3_0 ) && MORPHING )
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#define DECALOFFSET 1
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#else
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#define DECALOFFSET 0
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#endif
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING
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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_10 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
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sampler2D morphSampler : register( s0 );
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#endif
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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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// Position and normal/tangent deltas
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float3 vPosFlex : POSITION1;
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float3 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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float4 projPos : POSITION; // Projection-space position
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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#endif
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float2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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float4 worldPos_ProjPosZ : TEXCOORD1;
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float4 color : COLOR1; // Vertex color (from lighting or unlit)
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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 = 0;
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if ( LIGHTING_PREVIEW || DECALOFFSET )
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{
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// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
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DecompressVertex_Normal( v.vNormal, vNormal );
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}
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
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v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal );
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#endif
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// Perform skinning
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float3 worldNormal, worldPos;
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SkinPositionAndNormal(
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g_bSkinning,
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vPosition, vNormal,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal );
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if ( !g_bVertexColor )
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{
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worldNormal = normalize( worldNormal );
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}
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#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING
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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 projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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#ifdef _PS3
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
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#endif
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o.worldPos_ProjPosZ.xyz = worldPos.xyz;
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o.worldPos_ProjPosZ.w = projPos.z;
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if ( g_bVertexColor )
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{
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// Assume that this is unlitgeneric if you are using vertex color.
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o.color.rgb = GammaToLinear( v.vColor.rgb );
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o.color.a = v.vColor.a;
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}
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else
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{
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o.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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}
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// Base texture coordinates
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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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#if LIGHTING_PREVIEW
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float dot=0.5+0.5*worldNormal*float3(0.7071,0.7071,0);
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o.color.xyz=float3(dot,dot,dot);
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#endif
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return o;
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}
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