Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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vs.1.1
#include "macros.vsh"
# DYNAMIC: "DOWATERFOG" "0..1"
;------------------------------------------------------------------------------
; The cable equation is:
; [L dot N] * C * T
;
; where:
; C = directional light color
; T = baseTexture
; N = particle normal (stored in the normal map)
; L = directional light direction
;
; $SHADER_SPECIFIC_CONST_0 = Directional light direction
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; Transform position from object to projection space
;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
alloc $worldPos
if( $DOWATERFOG == 1 )
{
; Get the worldpos z component only since that's all we need for height fog
dp4 $worldPos.z, $vPos, $cModel2
}
&CalcFog( $worldPos, $projPos );
free $worldPos
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Setup the tangent space
;------------------------------------------------------------------------------
&AllocateRegister( \$tmp1 );
&AllocateRegister( \$tmp2 );
&AllocateRegister( \$tmp3 );
&AllocateRegister( \$r );
; Get S crossed with T (call it R)
mov $tmp1, $vTangentS
mov $tmp2, $vTangentT
mul $tmp3, $vTangentS.yzxw, $tmp2.zxyw
mad $r, -$vTangentS.zxyw, $tmp2.yzxw, $tmp3
&FreeRegister( \$tmp2 );
&FreeRegister( \$tmp3 );
&AllocateRegister( \$s );
; Normalize S (into $s)
dp3 $s.w, $vTangentS, $vTangentS
rsq $s.w, $s.w
mul $s.xyz, $vTangentS, $s.w
; Normalize R (into $r)
dp3 $r.w, $r, $r
rsq $r.w, $r.w
mul $r.xyz, $r, $r.w
&AllocateRegister( \$t );
; Regenerate T (into $t)
mul $t, $r.yzxw, $tmp1.zxyw
mad $t, -$r.zxyw, $tmp1.yzxw, $t
&FreeRegister( \$tmp1 );
;------------------------------------------------------------------------------
; Transform the light direction (into oD1)
;------------------------------------------------------------------------------
&AllocateRegister( \$lightDirection );
dp3 $lightDirection.x, $s, $SHADER_SPECIFIC_CONST_0
dp3 $lightDirection.y, $t, $SHADER_SPECIFIC_CONST_0
dp3 $lightDirection.z, $r, $SHADER_SPECIFIC_CONST_0
&FreeRegister( \$r );
&FreeRegister( \$s );
&FreeRegister( \$t );
; Scale into 0-1 range (we're assuming light direction was normalized prior to here)
add oT2, $lightDirection, $cHalf ; + 0.5
&FreeRegister( \$lightDirection );
;------------------------------------------------------------------------------
; Copy texcoords for the normal map and base texture
;------------------------------------------------------------------------------
mov oT0, $vTexCoord0
mov oT1, $vTexCoord1
; Pass the dirlight color through
mov oD0.xyzw, $vColor