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137 lines
3.5 KiB
137 lines
3.5 KiB
vs.1.1 |
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# DYNAMIC: "DOWATERFOG" "0..1" |
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# DYNAMIC: "SKINNING" "0..1" |
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# STATIC: "TEETH" "0..1" |
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#include "macros.vsh" |
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local( $worldPos, $worldNormal, $projPos ); |
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alloc $worldPos |
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alloc $worldNormal |
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alloc $projPos |
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if( 0 ) |
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{ |
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; NOTE: Don't do this optimization anymore since it would mean a gazillion combos |
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; Special case for static prop lighting. We can go directly from |
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; world to proj space for position, with the exception of z, which |
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; is needed for fogging *if* height fog is enabled. |
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; NOTE: We don't use this path if $envmap is defined since we need |
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; worldpos for envmapping. |
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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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; normal |
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dp3 $worldNormal.x, $vNormal, $cModel0 |
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dp3 $worldNormal.y, $vNormal, $cModel1 |
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dp3 $worldNormal.z, $vNormal, $cModel2 |
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; Need this for height fog if it's enabled and for height clipping |
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dp4 $worldPos.z, $vPos, $cModel2 |
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} |
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else |
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{ |
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&SkinPositionAndNormal( $worldPos, $worldNormal ); |
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if( $SKINNING == 1 ) |
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{ |
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&Normalize( $worldNormal ); |
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} |
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;------------------------------------------------------------------------------ |
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; Transform the position from world to view space |
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;------------------------------------------------------------------------------ |
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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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} |
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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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; base tex coords |
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dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_6 |
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dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_7 |
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; normal map coords |
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;dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_8 |
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;dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_9 |
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; spotlight texcoords |
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dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1 |
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dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2 |
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dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3 |
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dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4 |
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local( $worldPosToLightVector, $distFactors ); |
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alloc $worldPosToLightVector |
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sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0, $worldPos |
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mov oT2, $worldPosToLightVector |
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local( $distatten ); |
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alloc $distatten |
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; $distatten = [ 1, 1/dist, 1/distsquared ] |
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; dist squared |
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dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector |
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; oodist |
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rsq $distatten.y, $distatten.z |
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mov $distatten.x, $cOne |
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local( $dist ); |
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alloc $dist |
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mul $dist.x, $distatten.z, $distatten.y |
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rcp $distatten.z, $distatten.z ; 1/distsquared |
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local( $endFalloffFactor ); |
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alloc $endFalloffFactor |
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; ( dist - farZ ) |
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sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w |
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; 1 / ( (0.6f * farZ) - farZ) |
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mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w |
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max $endFalloffFactor, $endFalloffFactor, $cZero |
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min $endFalloffFactor, $endFalloffFactor, $cOne |
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local( $vertAtten ); |
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alloc $vertAtten |
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dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5 |
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mul $vertAtten, $vertAtten, $endFalloffFactor |
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if( $TEETH ) |
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{ |
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alloc $mouthAtten |
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dp3 $mouthAtten, $worldNormal.xyz, $SHADER_SPECIFIC_CONST_10.xyz |
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max $mouthAtten, $cZero, $mouthAtten |
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mul $mouthAtten, $mouthAtten, $SHADER_SPECIFIC_CONST_10.w |
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mul $vertAtten, $vertAtten, $mouthAtten |
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free $mouthAtten |
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} |
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mov oD0, $vertAtten |
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mov oT3.xyz, $worldNormal.xyz |
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free $dist |
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free $endFalloffFactor |
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free $worldPos |
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free $worldNormal |
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free $projPos |
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free $worldPosToLightVector |
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free $distatten |
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free $vertAtten
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