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117 lines
3.1 KiB
117 lines
3.1 KiB
vs.1.1 |
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#include "macros.vsh" |
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# DYNAMIC: "DOWATERFOG" "0..1" |
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;------------------------------------------------------------------------------ |
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; The cable equation is: |
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; [L dot N] * C * T |
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; |
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; where: |
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; C = directional light color |
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; T = baseTexture |
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; N = particle normal (stored in the normal map) |
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; L = directional light direction |
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; |
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; $SHADER_SPECIFIC_CONST_0 = Directional light direction |
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;------------------------------------------------------------------------------ |
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;------------------------------------------------------------------------------ |
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; Transform position from object to projection space |
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;------------------------------------------------------------------------------ |
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&AllocateRegister( \$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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;------------------------------------------------------------------------------ |
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; Fog |
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;------------------------------------------------------------------------------ |
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alloc $worldPos |
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if( $DOWATERFOG == 1 ) |
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{ |
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; Get the worldpos z component only since that's all we need for height fog |
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dp4 $worldPos.z, $vPos, $cModel2 |
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} |
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&CalcFog( $worldPos, $projPos ); |
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free $worldPos |
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&FreeRegister( \$projPos ); |
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;------------------------------------------------------------------------------ |
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; Setup the tangent space |
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;------------------------------------------------------------------------------ |
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&AllocateRegister( \$tmp1 ); |
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&AllocateRegister( \$tmp2 ); |
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&AllocateRegister( \$tmp3 ); |
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&AllocateRegister( \$r ); |
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; Get S crossed with T (call it R) |
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mov $tmp1, $vTangentS |
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mov $tmp2, $vTangentT |
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mul $tmp3, $vTangentS.yzxw, $tmp2.zxyw |
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mad $r, -$vTangentS.zxyw, $tmp2.yzxw, $tmp3 |
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&FreeRegister( \$tmp2 ); |
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&FreeRegister( \$tmp3 ); |
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&AllocateRegister( \$s ); |
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; Normalize S (into $s) |
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dp3 $s.w, $vTangentS, $vTangentS |
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rsq $s.w, $s.w |
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mul $s.xyz, $vTangentS, $s.w |
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; Normalize R (into $r) |
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dp3 $r.w, $r, $r |
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rsq $r.w, $r.w |
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mul $r.xyz, $r, $r.w |
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&AllocateRegister( \$t ); |
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; Regenerate T (into $t) |
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mul $t, $r.yzxw, $tmp1.zxyw |
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mad $t, -$r.zxyw, $tmp1.yzxw, $t |
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&FreeRegister( \$tmp1 ); |
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;------------------------------------------------------------------------------ |
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; Transform the light direction (into oD1) |
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;------------------------------------------------------------------------------ |
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&AllocateRegister( \$lightDirection ); |
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dp3 $lightDirection.x, $s, $SHADER_SPECIFIC_CONST_0 |
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dp3 $lightDirection.y, $t, $SHADER_SPECIFIC_CONST_0 |
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dp3 $lightDirection.z, $r, $SHADER_SPECIFIC_CONST_0 |
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&FreeRegister( \$r ); |
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&FreeRegister( \$s ); |
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&FreeRegister( \$t ); |
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; Scale into 0-1 range (we're assuming light direction was normalized prior to here) |
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add oT2, $lightDirection, $cHalf ; + 0.5 |
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&FreeRegister( \$lightDirection ); |
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;------------------------------------------------------------------------------ |
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; Copy texcoords for the normal map and base texture |
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;------------------------------------------------------------------------------ |
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mov oT0, $vTexCoord0 |
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mov oT1, $vTexCoord1 |
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; Pass the dirlight color through |
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mov oD0.xyzw, $vColor |
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