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115 lines
3.0 KiB
115 lines
3.0 KiB
vs.1.1 |
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# DYNAMIC: "DOWATERFOG" "0..1" |
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# DYNAMIC: "SKINNING" "0..1" |
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#include "macros.vsh" |
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local( $worldPos, $worldNormal, $projPos ); |
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alloc $worldPos |
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alloc $projPos |
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&SkinPosition( $worldPos ); |
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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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; Normal is based on vertex position |
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;------------------------------------------------------------------------------ |
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&AllocateRegister( \$worldNormal ); |
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&AllocateRegister( \$normalDotUp ); |
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sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_6 ; Normal = (Pos - Eye origin) |
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dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_7 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up |
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mul $normalDotUp, $normalDotUp, $cHalf |
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mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_7, $worldNormal |
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&FreeRegister( \$normalDotUp ); |
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; normalize the normal |
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&Normalize( $worldNormal ); |
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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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; base tex coords |
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mov oT1.xy, $vTexCoord0 |
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; spotlight texcoords |
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dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1 |
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dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2 |
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dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3 |
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dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4 |
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local( $worldPosToLightVector, $distFactors ); |
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alloc $worldPosToLightVector |
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sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0.xyz, $worldPos |
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local( $distatten ); |
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alloc $distatten |
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; $distatten = [ 1, 1/dist, 1/distsquared ] |
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; dist squared |
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dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector |
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; oodist |
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rsq $distatten.y, $distatten.z |
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mov $distatten.x, $cOne |
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local( $dist ); |
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alloc $dist |
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mul $dist.x, $distatten.z, $distatten.y |
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rcp $distatten.z, $distatten.z ; 1/distsquared |
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local( $endFalloffFactor ); |
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alloc $endFalloffFactor |
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; ( dist - farZ ) |
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sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w |
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; 1 / ( (0.6f * farZ) - farZ) |
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mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w |
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max $endFalloffFactor, $endFalloffFactor, $cZero |
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min $endFalloffFactor, $endFalloffFactor, $cOne |
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local( $vertAtten ); |
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alloc $vertAtten |
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dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5 |
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mul $vertAtten, $vertAtten, $endFalloffFactor |
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; Normalize L |
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&Normalize( $worldPosToLightVector ); |
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; N.L |
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dp3 $worldNormal, $worldNormal, $worldPosToLightVector |
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; Modulate distance attenuation with N.L |
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mul oD0, $vertAtten, $worldNormal |
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; iris |
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dp4 oT3.x, $SHADER_SPECIFIC_CONST_8, $worldPos |
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dp4 oT3.y, $SHADER_SPECIFIC_CONST_9, $worldPos |
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free $dist |
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free $endFalloffFactor |
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free $worldPos |
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free $worldNormal |
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free $projPos |
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free $worldPosToLightVector |
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free $distatten |
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free $vertAtten
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