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90 lines
2.7 KiB
90 lines
2.7 KiB
vs.1.1 |
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# DYNAMIC: "DOWATERFOG" "0..1" |
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# DYNAMIC: "SKINNING" "0..1" |
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;------------------------------------------------------------------------------ |
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; Shader specific constant: |
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; $SHADER_SPECIFIC_CONST_5 = [sOffset, tOffset, 0, 0] |
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;------------------------------------------------------------------------------ |
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#include "macros.vsh" |
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;------------------------------------------------------------------------------ |
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; Vertex blending |
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;------------------------------------------------------------------------------ |
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&AllocateRegister( \$worldPos ); |
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&AllocateRegister( \$worldNormal ); |
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&AllocateRegister( \$worldTangentS ); |
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&AllocateRegister( \$worldTangentT ); |
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&SkinPositionNormalAndTangentSpace( $worldPos, $worldNormal, |
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$worldTangentS, $worldTangentT ); |
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;------------------------------------------------------------------------------ |
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; Transform the position from world to proj space |
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;------------------------------------------------------------------------------ |
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&AllocateRegister( \$projPos ); |
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dp4 $projPos.x, $worldPos, $cViewProj0 |
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dp4 $projPos.y, $worldPos, $cViewProj1 |
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dp4 $projPos.z, $worldPos, $cViewProj2 |
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dp4 $projPos.w, $worldPos, $cViewProj3 |
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mov oPos, $projPos |
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;------------------------------------------------------------------------------ |
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; Fog |
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;------------------------------------------------------------------------------ |
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&CalcFog( $worldPos, $projPos ); |
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&FreeRegister( \$projPos ); |
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;------------------------------------------------------------------------------ |
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; Lighting |
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;------------------------------------------------------------------------------ |
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; Transform tangent space basis vectors to env map space (world space) |
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; This will produce a set of vectors mapping from tangent space to env space |
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; We'll use this to transform normals from the normal map from tangent space |
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; to environment map space. |
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; NOTE: use dp3 here since the basis vectors are vectors, not points |
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; svect |
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mov oT1.x, $worldTangentS.x |
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mov oT2.x, $worldTangentS.y |
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mov oT3.x, $worldTangentS.z |
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&FreeRegister( \$worldTangentS ); |
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; tvect |
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mov oT1.y, $worldTangentT.x |
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mov oT2.y, $worldTangentT.y |
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mov oT3.y, $worldTangentT.z |
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&FreeRegister( \$worldTangentT ); |
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; normal |
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mov oT1.z, $worldNormal.x |
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mov oT2.z, $worldNormal.y |
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mov oT3.z, $worldNormal.z |
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&FreeRegister( \$worldNormal ); |
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; Compute the vector from vertex to camera |
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&AllocateRegister( \$eyeVector ); |
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sub $eyeVector.xyz, $cEyePos, $worldPos |
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&FreeRegister( \$worldPos ); |
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; eye vector |
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mov oT4.xyz, $eyeVector |
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&FreeRegister( \$eyeVector ); |
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;------------------------------------------------------------------------------ |
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; Texture coordinates |
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;------------------------------------------------------------------------------ |
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 |
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5 |
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