You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
95 lines
2.5 KiB
95 lines
2.5 KiB
5 years ago
|
vs.1.1
|
||
|
|
||
|
# DYNAMIC: "DOWATERFOG" "0..1"
|
||
|
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Constants specified by the app
|
||
|
; c0 = (0, 1, 2, 0.5)
|
||
|
; c1 = (1/2.2, 0, 0, 0)
|
||
|
; c2 = camera position *in world space*
|
||
|
; c4-c7 = modelViewProj matrix (transpose)
|
||
|
; c8-c11 = ViewProj matrix (transpose)
|
||
|
; c12-c15 = model->view matrix (transpose)
|
||
|
; c16 = [fogStart, fogEnd, fogRange, undefined]
|
||
|
;
|
||
|
; $SHADER_SPECIFIC_CONST_0..$SHADER_SPECIFIC_CONST_3 - special proj matrix
|
||
|
;
|
||
|
; Vertex components (as specified in the vertex DECL)
|
||
|
; $vPos = Position
|
||
|
; $vTexCoord0.xy = TexCoord0
|
||
|
;------------------------------------------------------------------------------
|
||
|
|
||
|
#include "macros.vsh"
|
||
|
|
||
|
; Vertex components
|
||
|
; $vPos = Position
|
||
|
; $vNormal = normal
|
||
|
; $vTexCoord0.xy = TexCoord0
|
||
|
; $vTangentS = S axis of Texture space
|
||
|
; $vTangentT = T axis of Texture space
|
||
|
|
||
|
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Transform the position from world to view space
|
||
|
;------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
alloc $projPos
|
||
|
|
||
|
; Transform position from object to projection space
|
||
|
dp4 $projPos.x, $vPos, $cModelViewProj0
|
||
|
dp4 $projPos.y, $vPos, $cModelViewProj1
|
||
|
dp4 $projPos.z, $vPos, $cModelViewProj2
|
||
|
dp4 $projPos.w, $vPos, $cModelViewProj3
|
||
|
mov oPos, $projPos
|
||
|
|
||
|
alloc $worldPos
|
||
|
|
||
|
; Transform position from object to world space
|
||
|
dp4 $worldPos.x, $vPos, $cModel0
|
||
|
dp4 $worldPos.y, $vPos, $cModel1
|
||
|
dp4 $worldPos.z, $vPos, $cModel2
|
||
|
|
||
|
&CalcFog( $worldPos, $projPos );
|
||
|
|
||
|
alloc $worldEyeVect
|
||
|
|
||
|
; Get the eye vector in world space
|
||
|
add $worldEyeVect.xyz, -$worldPos, $cEyePos
|
||
|
|
||
|
alloc $tangentEyeVect
|
||
|
|
||
|
; transform the eye vector to tangent space
|
||
|
dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS
|
||
|
dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT
|
||
|
dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal
|
||
|
mov $tangentEyeVect.w, $cZero
|
||
|
|
||
|
mov oT5, $tangentEyeVect
|
||
|
|
||
|
; base coordinates
|
||
|
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
|
||
|
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
|
||
|
|
||
|
; reflection
|
||
|
alloc $projPosReflect
|
||
|
|
||
|
mov $projPosReflect, $projPos
|
||
|
add $projPosReflect.xy, $projPosReflect, $projPosReflect.w
|
||
|
mul $projPosReflect.xy, $projPosReflect, $cHalf
|
||
|
mov oT1, $projPosReflect
|
||
|
|
||
|
; refraction
|
||
|
mov $projPos.y, -$projPos.y
|
||
|
add $projPos.xy, $projPos, $projPos.w
|
||
|
mul $projPos.xy, $projPos, $cHalf
|
||
|
mov oT2, $projPos
|
||
|
|
||
|
; reflectionscale, refractionscale
|
||
|
mov oT4, $SHADER_SPECIFIC_CONST_4
|
||
|
|
||
|
free $worldEyeVect
|
||
|
free $tangentEyeVect
|
||
|
free $projPosReflect
|
||
|
free $worldPos
|
||
|
free $projPos
|