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materialsystem/stdshaders/teeth_vs20.fxc
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materialsystem/stdshaders/teeth_vs20.fxc
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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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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#include "common_fog_vs_fxc.h"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
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// DYNAMIC: "STATIC_LIGHT" "0..1"
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// DYNAMIC: "MORPHING" "0..0" [ = false ]
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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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#include "vortwarp_vs20_helper.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_bSkinning = SKINNING ? true : false;
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const float4 cTeethLighting : register( SHADER_SPECIFIC_CONST_0 );
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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( 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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float2 vTexCoord0 : TEXCOORD0;
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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;
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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;
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float3 vertAtten : TEXCOORD1;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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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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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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bool bStaticLight = STATIC_LIGHT ? true : false;
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float4 vPosition = v.vPos;
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float3 vNormal;
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DecompressVertex_Normal( v.vNormal, vNormal );
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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, v.vVertexID, float3( 0, 0, 0 ), vPosition.xyz, vNormal );
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#endif
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// Normalize the flexed normal
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vNormal.xyz = normalize( vNormal.xyz );
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// Transform the position
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float3 worldPos, worldNormal;
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SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
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// Transform into projection space
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o.projPos = mul( float4( worldPos, 1 ), cViewProj );
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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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o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z );
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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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// Compute lighting
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#if ( ( FLATTEN_STATIC_CONTROL_FLOW == 0 ) || defined ( SHADER_MODEL_VS_3_0 ) )
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float3 linearColor = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, false );
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#else
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float3 linearColor = DoLightingUnrolled( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, false, NUM_LIGHTS );
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#endif
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// Forward vector
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float3 vForward = cTeethLighting.xyz;
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float fIllumFactor = cTeethLighting.w;
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// Darken by forward dot normal and illumination factor
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linearColor *= fIllumFactor * saturate( dot( worldNormal, vForward ) );
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o.vertAtten = linearColor;
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o.baseTexCoord = v.vTexCoord0;
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return o;
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}
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