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95 lines
2.5 KiB
95 lines
2.5 KiB
vs.1.1 |
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# DYNAMIC: "DOWATERFOG" "0..1" |
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;------------------------------------------------------------------------------ |
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; Constants specified by the app |
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; c0 = (0, 1, 2, 0.5) |
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; c1 = (1/2.2, 0, 0, 0) |
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; c2 = camera position *in world space* |
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; c4-c7 = modelViewProj matrix (transpose) |
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; c8-c11 = ViewProj matrix (transpose) |
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; c12-c15 = model->view matrix (transpose) |
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; c16 = [fogStart, fogEnd, fogRange, undefined] |
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; |
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; $SHADER_SPECIFIC_CONST_0..$SHADER_SPECIFIC_CONST_3 - special proj matrix |
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; |
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; Vertex components (as specified in the vertex DECL) |
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; $vPos = Position |
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; $vTexCoord0.xy = TexCoord0 |
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;------------------------------------------------------------------------------ |
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#include "macros.vsh" |
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; Vertex components |
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; $vPos = Position |
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; $vNormal = normal |
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; $vTexCoord0.xy = TexCoord0 |
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; $vTangentS = S axis of Texture space |
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; $vTangentT = T axis of Texture space |
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;------------------------------------------------------------------------------ |
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; Transform the position from world to view space |
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;------------------------------------------------------------------------------ |
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alloc $projPos |
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; Transform position from object to projection space |
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dp4 $projPos.x, $vPos, $cModelViewProj0 |
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dp4 $projPos.y, $vPos, $cModelViewProj1 |
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dp4 $projPos.z, $vPos, $cModelViewProj2 |
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dp4 $projPos.w, $vPos, $cModelViewProj3 |
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mov oPos, $projPos |
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alloc $worldPos |
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; Transform position from object to world space |
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dp4 $worldPos.x, $vPos, $cModel0 |
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dp4 $worldPos.y, $vPos, $cModel1 |
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dp4 $worldPos.z, $vPos, $cModel2 |
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&CalcFog( $worldPos, $projPos ); |
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alloc $worldEyeVect |
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; Get the eye vector in world space |
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add $worldEyeVect.xyz, -$worldPos, $cEyePos |
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alloc $tangentEyeVect |
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; transform the eye vector to tangent space |
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dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS |
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dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT |
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dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal |
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mov $tangentEyeVect.w, $cZero |
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mov oT5, $tangentEyeVect |
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; base coordinates |
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 |
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 |
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; reflection |
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alloc $projPosReflect |
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mov $projPosReflect, $projPos |
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add $projPosReflect.xy, $projPosReflect, $projPosReflect.w |
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mul $projPosReflect.xy, $projPosReflect, $cHalf |
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mov oT1, $projPosReflect |
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; refraction |
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mov $projPos.y, -$projPos.y |
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add $projPos.xy, $projPos, $projPos.w |
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mul $projPos.xy, $projPos, $cHalf |
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mov oT2, $projPos |
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; reflectionscale, refractionscale |
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mov oT4, $SHADER_SPECIFIC_CONST_4 |
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free $worldEyeVect |
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free $tangentEyeVect |
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free $projPosReflect |
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free $worldPos |
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free $projPos |