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145 lines
4.1 KiB
145 lines
4.1 KiB
#include "macros.vsh" |
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sub VertexLitGeneric |
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{ |
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local( $detail ) = shift; |
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local( $envmap ) = shift; |
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local( $envmapcameraspace ) = shift; |
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local( $envmapsphere ) = shift; |
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local( $decal ) = shift; |
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local( $worldPos, $worldNormal, $projPos ); |
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local( $reflectionVector ); |
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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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; if( $g_staticLightType eq "static" && $g_ambientLightType eq "none" && |
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; $g_localLightType1 eq "none" && $g_localLightType2 eq "none" && !$envmap ) |
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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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; of the flashlight shaders |
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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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&FreeRegister( \$projPos ); |
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;------------------------------------------------------------------------------ |
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; Lighting |
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;------------------------------------------------------------------------------ |
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&DoLighting( $worldPos, $worldNormal ); |
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if( !$envmap ) |
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{ |
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&FreeRegister( \$worldNormal ); |
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} |
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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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if( $envmap ) |
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{ |
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if( $envmapcameraspace ) |
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{ |
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&AllocateRegister( \$reflectionVector ); |
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&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector ); |
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; transform reflection vector into view space |
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dp3 oT1.x, $reflectionVector, $cViewModel0 |
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dp3 oT1.y, $reflectionVector, $cViewModel1 |
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dp3 oT1.z, $reflectionVector, $cViewModel2 |
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&FreeRegister( \$reflectionVector ); |
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} |
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elsif( $envmapsphere ) |
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{ |
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&AllocateRegister( \$reflectionVector ); |
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&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector ); |
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&ComputeSphereMapTexCoords( $reflectionVector, "oT1" ); |
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&FreeRegister( \$reflectionVector ); |
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} |
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else |
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{ |
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&ComputeReflectionVector( $worldPos, $worldNormal, "oT1" ); |
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} |
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; envmap mask |
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dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 |
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dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 |
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&FreeRegister( \$worldNormal ); |
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} |
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else |
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{ |
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if ( $decal ) |
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{ |
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&AllocateRegister( \$temp ); |
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mov $temp, $vTexCoord0 |
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sub oT1.xyz, $temp.xyz, $vTexCoord1.xyz |
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sub oT2.xyz, $vTexCoord2.xyz, $temp.xyz |
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&FreeRegister( \$temp ); |
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} |
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else |
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{ |
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; YUCK! This is to make texcoords continuous for mat_softwaretl |
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mov oT1, $cZero |
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mov oT2, $cZero |
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} |
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} |
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if( $detail ) |
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{ |
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dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 |
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dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5 |
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} |
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&FreeRegister( \$worldPos ); |
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} |
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