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163
materialsystem/stdshaders/flesh_interior_blended_pass_vs20.fxc
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163
materialsystem/stdshaders/flesh_interior_blended_pass_vs20.fxc
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC]
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// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE]
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_fog_vs_fxc.h"
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
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// DYNAMIC: "STATIC_LIGHT" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC]
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// DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE]
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
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// SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [vs20] [PC]
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// Includes
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#include "common_vs_fxc.h"
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// Globals
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static const int g_iFogType = DOWATERFOG;
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static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
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static const bool g_bSkinning = SKINNING ? true : false;
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const float4 g_vConst0 : register( SHADER_SPECIFIC_CONST_0 );
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#define g_flTime g_vConst0.x
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#define g_flNoiseUvScroll g_vConst0.y
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#define g_flBorderNoiseScale g_vConst0.z
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#define g_flDebugForceFleshOn g_vConst0.w
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const float4 g_vEffectCenterOoRadius1 : register( SHADER_SPECIFIC_CONST_1 ); //= { -295.0f, -5.0f, 40.0f, 1.0f/20.0f };
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const float4 g_vEffectCenterOoRadius2 : register( SHADER_SPECIFIC_CONST_2 ); //= { -295.0f, 15.0f, 40.0f, 1.0f/10.0f };
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const float4 g_vEffectCenterOoRadius3 : register( SHADER_SPECIFIC_CONST_3 ); //= { -295.0f, 35.0f, 40.0f, 1.0f/10.0f };
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const float4 g_vEffectCenterOoRadius4 : register( SHADER_SPECIFIC_CONST_4 ); //= { -295.0f, 55.0f, 40.0f, 1.0f/10.0f };
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// Structs
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struct VS_INPUT
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{
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float4 vPos : POSITION; // Position
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float4 vNormal : NORMAL; // Normal
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float4 vBoneWeights : BLENDWEIGHT; // Skin weights
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float4 vBoneIndices : BLENDINDICES; // Skin indices
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float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
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float3 vPosFlex : POSITION1; // Delta positions for flexing
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float4 vTangent : TANGENT;
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};
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struct VS_OUTPUT
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{
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float4 vProjPosition : POSITION; // Projection-space position
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float2 vTexCoord0 : TEXCOORD0;
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float2 flDistanceToEffectCenter_flFresnelEffect : TEXCOORD1;
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float4 vNoiseTexCoord : TEXCOORD2;
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float3 vTangentViewVector : TEXCOORD3;
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float3 cVertexLight : TEXCOORD4;
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float3x3 mTangentSpaceTranspose : TEXCOORD5;
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// second row : TEXCOORD6;
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// third row : TEXCOORD7;
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};
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// Main
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VS_OUTPUT main( const VS_INPUT i )
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{
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VS_OUTPUT o;
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// Flexes coming in from a separate stream (contribution masked by cFlexScale.x)
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float4 vObjPosition = i.vPos;
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vObjPosition.xyz += i.vPosFlex.xyz * cFlexScale.x;
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float3 vObjNormal;
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float4 vObjTangent;
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DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent );
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// Transform the position
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float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
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float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
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float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
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float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
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SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal, vObjTangent, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
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// Transform into projection space
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float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
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o.vProjPosition = vProjPosition;
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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.vProjPosition.y = -o.vProjPosition.y;
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o.vProjPosition.z = 2.0f * o.vProjPosition.z - o.vProjPosition.w;
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#endif // _PS3
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// Pass through tex coords
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o.vTexCoord0.xy = i.vTexCoord0.xy;
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// Store the closest effect intensity
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o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius1.xyz ) * g_vEffectCenterOoRadius1.w );
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius2.xyz ) * g_vEffectCenterOoRadius2.w );
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius3.xyz ) * g_vEffectCenterOoRadius3.w );
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius4.xyz ) * g_vEffectCenterOoRadius4.w );
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/*
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// Test values for development in Alyx_interior map
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o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance
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float3 vTestPosition = { -295.0f, -5.0f, 40.0f };
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float flMinY = -5.0f;
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float flMaxY = 66.0f;
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vTestPosition.y = lerp( flMinY, flMaxY, ( abs( frac( g_flTime / 20.0f ) * 2.0 - 1.0 ) ) );
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//vTestPosition.y = lerp( flMinY, flMaxY, 0.65f );
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//1.0f - saturate( i.flDistanceToEffectCenter_flFresnelEffect.x * 4.0f - 3.0f )
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//o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance
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const float g_flInteriorRadius = 20.0f;
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if ( g_flInteriorRadius )
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{
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - vTestPosition.xyz ) / g_flInteriorRadius );
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}
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const float g_flInteriorRadius2 = 14.0f;
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if ( g_flInteriorRadius2 )
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{
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vTestPosition.y = lerp( flMinY, flMaxY, 0.65f );
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//vTestPosition.z = lerp( 37, 45, ( abs( frac( g_flTime / 4.0f ) * 2.0 - 1.0 ) ) );
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - vTestPosition.xyz ) / g_flInteriorRadius2 );
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}
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//*/
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if ( g_flDebugForceFleshOn )
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{
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o.flDistanceToEffectCenter_flFresnelEffect.x = 0.0f;
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}
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// Fresnel mask
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float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz );
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o.flDistanceToEffectCenter_flFresnelEffect.y = pow( saturate( dot( -vWorldViewVector.xyz, vWorldNormal.xyz ) ), 1.5f );
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// Noise UV
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o.vNoiseTexCoord.xy = o.vTexCoord0.xy * g_flBorderNoiseScale + g_flNoiseUvScroll;
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o.vNoiseTexCoord.zw = o.vTexCoord0.xy * g_flBorderNoiseScale - g_flNoiseUvScroll; // Will fetch as wz to avoid matching layers
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// Tangent view vector
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o.vTangentViewVector.xyz = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz );
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// Compute vertex lighting
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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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bool bStaticLight = STATIC_LIGHT ? true : false;
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#if ( ( FLATTEN_STATIC_CONTROL_FLOW == 0 ) ) || defined ( SHADER_MODEL_VS_3_0 )
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o.cVertexLight.rgb = DoLighting( vWorldPosition, vWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert );
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#else
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o.cVertexLight.rgb = DoLightingUnrolled( vWorldPosition, vWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
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#endif
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// Tangent space transform
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o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x );
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o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y );
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o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z );
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return o;
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}
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