You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
56 lines
1.5 KiB
56 lines
1.5 KiB
vs.1.1 |
|
|
|
# DYNAMIC: "DOWATERFOG" "0..1" |
|
|
|
#include "macros.vsh" |
|
|
|
;------------------------------------------------------------------------------ |
|
; Vertex blending |
|
;------------------------------------------------------------------------------ |
|
|
|
&AllocateRegister( \$projPos ); |
|
|
|
; Transform position from object to projection space |
|
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 ); |
|
|
|
;------------------------------------------------------------------------------ |
|
; Texture coordinates |
|
;------------------------------------------------------------------------------ |
|
|
|
; Compute the texture coordinates given the offset between |
|
; each bumped lightmap |
|
&AllocateRegister( \$offset ); |
|
mov $offset.x, $vTexCoord2.x |
|
mov $offset.y, $cZero |
|
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 |
|
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 |
|
add oT1.xy, $offset, $vTexCoord1 |
|
mad oT2.xy, $offset, $cTwo, $vTexCoord1 |
|
; make a 3 |
|
alloc $three |
|
add $three, $cOne, $cTwo |
|
mad oT3.xy, $offset, $three, $vTexCoord1 |
|
free $three |
|
mov oD0, $vColor |
|
|
|
&FreeRegister( \$offset );
|
|
|