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102 lines
2.8 KiB
102 lines
2.8 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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; 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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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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; transform the eye vector to tangent space |
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dp3 oT3.x, $worldEyeVect, $vTangentS |
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dp3 oT3.y, $worldEyeVect, $vTangentT |
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dp3 oT3.z, $worldEyeVect, $vNormal |
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; Get the magnitude of worldEyeVect |
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dp3 $worldEyeVect.w, $worldEyeVect, $worldEyeVect |
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rsq $worldEyeVect.w, $worldEyeVect.w |
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rcp $worldEyeVect.w, $worldEyeVect.w |
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; calculate the cheap water blend factor and stick it into oD0.a |
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; NOTE: This won't be perspective correct!!!!! |
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; OPTIMIZE: This could turn into a mad. |
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add $worldEyeVect.w, $worldEyeVect.w, -$SHADER_SPECIFIC_CONST_3.x |
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mul oD0, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_3.y |
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; dudv map |
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alloc $bumpTexCoord |
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dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 |
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dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 |
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mov oT0.xy, $bumpTexCoord |
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; normal map |
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mov oT2.xy, $bumpTexCoord |
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free $bumpTexCoord |
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alloc $newProjPos |
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mov oPos, $projPos |
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; special case perspective correct texture projection so that the texture fits exactly on the screen |
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mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w |
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add $projPos.xy, $projPos.xy, $projPos.w |
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mul $projPos.xy, $projPos.xy, $cHalf |
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mov oT1.xy, $projPos.xy |
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mov oT1.z, $cZero |
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mov oT1.w, $projPos.w |
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free $projPos |
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free $worldPos |
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free $worldEyeVect |
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free $projTangentS |
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free $projTangentT |
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free $newProjPos
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