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100 lines
3.0 KiB
100 lines
3.0 KiB
vs.1.1 |
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# DYNAMIC: "DOWATERFOG" "0..1" |
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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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; Transform position from object to world |
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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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&AllocateRegister( \$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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;------------------------------------------------------------------------------ |
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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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dp3 oT1.x, $vTangentS, $cModel0 |
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dp3 oT2.x, $vTangentS, $cModel1 |
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dp3 oT3.x, $vTangentS, $cModel2 |
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dp3 oT1.y, $vTangentT, $cModel0 |
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dp3 oT2.y, $vTangentT, $cModel1 |
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dp3 oT3.y, $vTangentT, $cModel2 |
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dp3 oT1.z, $vNormal, $cModel0 |
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dp3 oT2.z, $vNormal, $cModel1 |
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dp3 oT3.z, $vNormal, $cModel2 |
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; Compute the vector from vertex to camera |
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&AllocateRegister( \$worldEyeVect ); |
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sub $worldEyeVect.xyz, $cEyePos, $worldPos |
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&FreeRegister( \$worldPos ); |
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; Move it into the w component of the texture coords, as the wacky |
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; pixel shader wants it there. |
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mov oT1.w, $worldEyeVect.x |
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mov oT2.w, $worldEyeVect.y |
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mov oT3.w, $worldEyeVect.z |
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&AllocateRegister( \$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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&Normalize( $tangentEyeVect ); |
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mov oD0.xyz, $tangentEyeVect |
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&FreeRegister( \$tangentEyeVect ); |
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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_2.x |
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mul oD0.w, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_2.y |
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&FreeRegister( \$worldEyeVect ); |
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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_0 |
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 |
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