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168 lines
4.7 KiB
168 lines
4.7 KiB
vs.1.1 |
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# DYNAMIC: "DOWATERFOG" "0..1" |
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;------------------------------------------------------------------------------ |
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; Constants specified by the app |
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; c0 = (0, 1, 2, 0.5) |
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; c1 = (1/2.2, 0, 0, 0) |
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; c2 = camera position *in world space* |
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; c4-c7 = modelViewProj matrix (transpose) |
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; c8-c11 = ViewProj matrix (transpose) |
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; c12-c15 = model->view matrix (transpose) |
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; c16 = [fogStart, fogEnd, fogRange, undefined] |
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; |
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; Vertex components (as specified in the vertex DECL) |
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; $vPos = Position |
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; $vTexCoord0.xy = TexCoord0 |
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;------------------------------------------------------------------------------ |
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#include "macros.vsh" |
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; Vertex components |
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; $vPos = Position |
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; $vNormal = normal |
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; $vTexCoord0.xy = TexCoord0 |
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; $vTangentS = S axis of Texture space |
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; $vTangentT = T axis of Texture space |
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;------------------------------------------------------------------------------ |
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; Transform the position from world to view space |
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;------------------------------------------------------------------------------ |
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alloc $worldPos |
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alloc $worldNormal |
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alloc $worldTangentS |
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alloc $worldTangentT |
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alloc $projPos |
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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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dp3 $worldPos.x, $vPos, $cModel0 |
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dp3 $worldPos.y, $vPos, $cModel1 |
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dp3 $worldPos.z, $vPos, $cModel2 |
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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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dp3 $worldTangentS.x, $vTangentS, $cModel0 |
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dp3 $worldTangentS.y, $vTangentS, $cModel1 |
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dp3 $worldTangentS.z, $vTangentS, $cModel2 |
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dp3 $worldTangentT.x, $vTangentT, $cModel0 |
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dp3 $worldTangentT.y, $vTangentT, $cModel1 |
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dp3 $worldTangentT.z, $vTangentT, $cModel2 |
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&CalcFog( $worldPos, $projPos ); |
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alloc $worldEyeVect |
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; Get the eye vector in world space |
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add $worldEyeVect.xyz, -$worldPos, $cEyePos |
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alloc $tangentEyeVect |
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alloc $bumpTexCoord |
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; transform the eye vector to tangent space |
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dp3 $tangentEyeVect.x, $worldEyeVect, $worldTangentS |
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dp3 $tangentEyeVect.y, $worldEyeVect, $worldTangentT |
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dp3 $tangentEyeVect.z, $worldEyeVect, $worldNormal |
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&Normalize( $tangentEyeVect ); |
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; stick the tangent space eye vector into oD0 |
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mad oD0.xyz, $tangentEyeVect, $cHalf, $cHalf |
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dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 |
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dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 |
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; dudv map |
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mov oT0.xy, $bumpTexCoord |
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; refract tint |
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mov oT3.xy, $bumpTexCoord |
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free $bumpTexCoord |
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alloc $newProjPos |
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alloc $w |
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mov oPos, $projPos |
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; special case perspective correct texture projection so that the texture fits exactly on the screen |
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mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w |
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add $projPos.xy, $projPos.xy, $projPos.w |
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mul $projPos.xy, $projPos.xy, $cHalf |
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; Do the perspective divide here. .yuck . . we aren't going to be perspective correct |
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rcp $w.w, $projPos.w |
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mul $projPos, $projPos, $w.w |
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#max $projPos.x, $projPos.x, -$cOne |
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#min $projPos.x, $projPos.x, $cOne |
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#max $projPos.z, $projPos.z, $cZero |
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#min $projPos.z, $projPos.z, $cOne |
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;------------------------------------------------------------------------------ |
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; Transform the tangentS from world to view space |
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;------------------------------------------------------------------------------ |
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alloc $projTangentS |
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; we only care about x and y |
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dp3 $projTangentS.x, $worldTangentS, $cViewProj0 |
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dp3 $projTangentS.y, $worldTangentS, $cViewProj1 |
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; project tangentS |
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mul $projTangentS.xy, $projTangentS.xy, $w.w |
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;max $projTangentS.xy, $projTangentS.xy, $cOne |
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;min $projTangentS.xy, $projTangentS.xy, -$cOne |
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;------------------------------------------------------------------------------ |
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; Transform the tangentT from world to view space |
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;------------------------------------------------------------------------------ |
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alloc $projTangentT |
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alloc $texCoord |
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; we only care about x and y |
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dp3 $projTangentT.x, $worldTangentT, $cViewProj0 |
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dp3 $projTangentT.y, $worldTangentT, $cViewProj1 |
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; project tangentT |
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mul $projTangentT.xy, $projTangentT.xy, $w.w |
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;max $projTangentT.xy, $projTangentT.xy, $cOne |
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;min $projTangentT.xy, $projTangentT.xy, -$cOne |
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;max $projPos.xy, $projPos.xy, $cOne |
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;min $projPos.xy, $projPos.xy, -$cOne |
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mul oT1.x, $projTangentS.x, $SHADER_SPECIFIC_CONST_3.x |
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mul oT1.y, $projTangentT.x, $SHADER_SPECIFIC_CONST_3.x |
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mov oT1.z, $projPos.x ; huh? |
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mul $texCoord.x, $projTangentS.y, -$SHADER_SPECIFIC_CONST_3.x |
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mul $texCoord.y, $projTangentT.y, -$SHADER_SPECIFIC_CONST_3.x |
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mov $texCoord.z, $projPos.y |
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mov oT2.xyz, $texCoord |
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mov oT3.xyz, $texCoord |
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free $texCoord |
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free $projPos |
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free $worldPos |
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free $worldEyeVect |
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free $tangentEyeVect |
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free $w |
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free $projTangentS |
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free $projTangentT |
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free $newProjPos |
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free $worldNormal |
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free $worldTangentS |
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free $worldTangentT
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