mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
57 lines
1.6 KiB
GLSL
57 lines
1.6 KiB
GLSL
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 );
|