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hl2sdk/materialsystem/stdshaders/WorldVertexTransition_vs14.vsh

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2014-03-01 03:08:09 +08:00
vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
local( $worldPos, $worldNormal, $projPos, $reflectionVector );
&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
&AllocateRegister( \$worldPos );
; garymcthack
dp4 $worldPos.z, $vPos, $cModel2
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$worldPos );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
; base texcoords
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
; lightmap texcoords
mov oT2, $vTexCoord1
; detail
dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
; mask
dp4 oT4.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_6
dp4 oT4.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_7
; Now the basetexture/basetexture2 blend uses vertex color, so send it into the psh.
mov oD0, $vColor
&FreeRegister( \$worldPos ); # garymcthack