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.
81 lines
3.0 KiB
81 lines
3.0 KiB
5 years ago
|
vs.1.1
|
||
|
;------------------------------------------------------------------------------
|
||
|
; $SHADER_SPECIFIC_CONST_0 = eyeball origin
|
||
|
; $SHADER_SPECIFIC_CONST_1 = eyeball up * 0.5
|
||
|
; $SHADER_SPECIFIC_CONST_2 = iris projection U
|
||
|
; $SHADER_SPECIFIC_CONST_3 = iris projection V
|
||
|
; $SHADER_SPECIFIC_CONST_4 = glint projection U
|
||
|
; $SHADER_SPECIFIC_CONST_5 = glint projection V
|
||
|
;------------------------------------------------------------------------------
|
||
|
|
||
|
# STATIC: "HALF_LAMBERT" "0..1"
|
||
|
# DYNAMIC: "DOWATERFOG" "0..1"
|
||
|
# DYNAMIC: "LIGHT_COMBO" "0..21"
|
||
|
# DYNAMIC: "SKINNING" "0..1"
|
||
|
|
||
|
#include "macros.vsh"
|
||
|
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Vertex blending (whacks r1-r7, positions in r7)
|
||
|
;------------------------------------------------------------------------------
|
||
|
&AllocateRegister( \$worldPos );
|
||
|
&SkinPosition( $worldPos );
|
||
|
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Transform the position from world to view space
|
||
|
;------------------------------------------------------------------------------
|
||
|
|
||
|
&AllocateRegister( \$projPos );
|
||
|
|
||
|
dp4 $projPos.x, $worldPos, $cViewProj0
|
||
|
dp4 $projPos.y, $worldPos, $cViewProj1
|
||
|
dp4 $projPos.z, $worldPos, $cViewProj2
|
||
|
dp4 $projPos.w, $worldPos, $cViewProj3
|
||
|
mov oPos, $projPos
|
||
|
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Normal is based on vertex position
|
||
|
;------------------------------------------------------------------------------
|
||
|
&AllocateRegister( \$worldNormal );
|
||
|
&AllocateRegister( \$normalDotUp );
|
||
|
|
||
|
sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_0 ; Normal = (Pos - Eye origin)
|
||
|
dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_1 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up
|
||
|
mul $normalDotUp, $normalDotUp, $cHalf
|
||
|
mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_1, $worldNormal
|
||
|
|
||
|
&FreeRegister( \$normalDotUp );
|
||
|
|
||
|
; normalize the normal
|
||
|
&Normalize( $worldNormal );
|
||
|
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Lighting
|
||
|
;------------------------------------------------------------------------------
|
||
|
&DoLighting( $worldPos, $worldNormal );
|
||
|
|
||
|
&FreeRegister( \$worldNormal );
|
||
|
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Fog
|
||
|
;------------------------------------------------------------------------------
|
||
|
|
||
|
&CalcFog( $worldPos, $projPos );
|
||
|
|
||
|
&FreeRegister( \$projPos );
|
||
|
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Texture coordinates
|
||
|
; Texture 0 is the base texture
|
||
|
; Texture 1 is a planar projection used for the iris
|
||
|
; Texture 2 is a planar projection used for the glint
|
||
|
;------------------------------------------------------------------------------
|
||
|
|
||
|
mov oT0, $vTexCoord0
|
||
|
dp4 oT1.x, $SHADER_SPECIFIC_CONST_2, $worldPos
|
||
|
dp4 oT1.y, $SHADER_SPECIFIC_CONST_3, $worldPos
|
||
|
dp4 oT2.x, $SHADER_SPECIFIC_CONST_4, $worldPos
|
||
|
dp4 oT2.y, $SHADER_SPECIFIC_CONST_5, $worldPos
|
||
|
|
||
|
&FreeRegister( \$worldPos );
|