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114 lines
3.9 KiB
114 lines
3.9 KiB
# DYNAMIC: "SKINNING" "0..1" |
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vs.1.1 |
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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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&AllocateRegister( \$worldNormal ); |
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&AllocateRegister( \$projPos ); |
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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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mov oPos, $projPos |
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;------------------------------------------------------------------------------ |
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; Fog - don't bother with water fog for intro effects |
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;------------------------------------------------------------------------------ |
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&DepthFog( $projPos, "oFog" ); |
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&FreeRegister( \$projPos ); |
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;------------------------------------------------------------------------------ |
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; Flesh area |
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;------------------------------------------------------------------------------ |
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; // Store the closest effect intensity |
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; o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance |
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; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius1.xyz ) * g_vEffectCenterOoRadius1.w ); |
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; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius2.xyz ) * g_vEffectCenterOoRadius2.w ); |
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; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius3.xyz ) * g_vEffectCenterOoRadius3.w ); |
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; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius4.xyz ) * g_vEffectCenterOoRadius4.w ); |
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alloc $tmp1 |
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alloc $flEffect |
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mov $flEffect, $cTwo |
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mad $flEffect, $flEffect, $cTwo, $cTwo |
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sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_1 |
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dp3 $tmp1.w, $tmp1, $tmp1 |
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rsq $tmp1.w, $tmp1.w |
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rcp $tmp1.w, $tmp1.w |
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mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_1.w |
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min $flEffect, $flEffect, $tmp1.w |
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sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_2 |
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dp3 $tmp1.w, $tmp1, $tmp1 |
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rsq $tmp1.w, $tmp1.w |
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rcp $tmp1.w, $tmp1.w |
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mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_2.w |
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min $flEffect, $flEffect, $tmp1.w |
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sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_3 |
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dp3 $tmp1.w, $tmp1, $tmp1 |
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rsq $tmp1.w, $tmp1.w |
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rcp $tmp1.w, $tmp1.w |
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mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_3.w |
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min $flEffect, $flEffect, $tmp1.w |
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sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_4 |
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dp3 $tmp1.w, $tmp1, $tmp1 |
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rsq $tmp1.w, $tmp1.w |
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rcp $tmp1.w, $tmp1.w |
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mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_4.w |
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min $flEffect, $flEffect, $tmp1.w |
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mov oD0, $flEffect |
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; float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz ); |
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; o.flDistanceToEffectCenter_flFresnelEffect.y = pow( saturate( dot( -vWorldViewVector.xyz, vWorldNormal.xyz ) ), 1.5f ); |
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sub $tmp1, $worldPos, $cEyePos |
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&Normalize( $tmp1 ); |
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dp3 $tmp1, -$tmp1, $worldNormal |
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max $tmp1, $tmp1, $cZero |
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mul $tmp1, $tmp1, $tmp1 |
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mov oD1, $tmp1 |
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free $tmp1 |
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free $flEffect |
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;------------------------------------------------------------------------------ |
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; Texture coordinates |
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;------------------------------------------------------------------------------ |
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mov oT0.xy, $vTexCoord0 |
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alloc $tmp2 |
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dp4 $tmp2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 |
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dp4 $tmp2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 |
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add oT1.xy, $tmp2, $SHADER_SPECIFIC_CONST_4 |
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free $tmp2 |
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; YUCK! This is to make texcoords continuous for mat_softwaretl |
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mov oT2, $cZero |
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&FreeRegister( \$worldPos ); |
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&FreeRegister( \$worldNormal );
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