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104 lines
3.5 KiB
104 lines
3.5 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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;------------------------------------------------------------------------------ |
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; Refract uv's (Code copied from predator.vsh) |
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;------------------------------------------------------------------------------ |
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; NOTE: projPos isn't projPos after this point. :) |
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&AllocateRegister( \$projNormal ); |
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; only do X and Y since that's all we care about |
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dp3 $projNormal.x, $worldNormal, $cViewProj0 |
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dp3 $projNormal.y, $worldNormal, $cViewProj1 |
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; divide by z |
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rcp $projPos.w, $projPos.w |
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mul $projPos.xy, $projPos.w, $projPos.xy |
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; map from -1..1 to 0..1 |
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mad $projPos.xy, $projPos.xy, $cHalf, $cHalf |
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; tweak with the texcoords based on the normal and $refractionamount |
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mad $projPos.xy, $projNormal.xy, -$SHADER_SPECIFIC_CONST_4.xy, $projPos.xy ; FIXME |
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; invert y |
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add $projPos.y, $cOne, -$projPos.y |
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; hack scale for nvidia (Power of two texcoords are screwed.) |
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mul oT0.xy, $projPos.xy, $SHADER_SPECIFIC_CONST_5.xy |
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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( \$projPos ); |
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&FreeRegister( \$projNormal ); |
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;------------------------------------------------------------------------------ |
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; Refract mask |
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;------------------------------------------------------------------------------ |
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; // float flFresnel = 1.0f - saturate( dot( i.vWorldNormal.xyz, normalize( -i.vWorldViewVector.xyz ) ) ); |
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&AllocateRegister( \$flFresnel ); |
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&AllocateRegister( \$tmp1 ); |
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sub $flFresnel, $worldPos, $cEyePos |
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&Normalize( $flFresnel ); |
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dp3 $flFresnel, -$flFresnel, $worldNormal |
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max $flFresnel, $flFresnel, $cZero |
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sub $flFresnel, $cOne, $flFresnel |
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; // float flCloakLerpFactor = saturate( lerp( 1.0f, flFresnel - 1.35f, saturate( g_flCloakFactor ) ) ); |
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&AllocateRegister( \$flCloakLerpFactor ); |
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sub $flCloakLerpFactor, $flFresnel, $SHADER_SPECIFIC_CONST_3.x ; // flFresnel - 1.35f |
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mov $tmp1, $cOne |
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sub $flCloakLerpFactor, $flCloakLerpFactor, $tmp1 |
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mad $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.y, $tmp1 |
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max $flCloakLerpFactor, $flCloakLerpFactor, $cZero |
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min $flCloakLerpFactor, $flCloakLerpFactor, $cOne |
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; // flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor ); |
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sub $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.z |
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mul $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.w |
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sub $flCloakLerpFactor, $cOne, $flCloakLerpFactor |
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mov oD0, $flCloakLerpFactor |
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&FreeRegister( \$tmp1 ); |
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&FreeRegister( \$flFresnel ); |
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&FreeRegister( \$flCloakLerpFactor ); |
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&FreeRegister( \$worldPos ); |
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&FreeRegister( \$worldNormal );
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