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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-22 17:47:38 +08:00
hl2sdk/materialsystem/stdshaders/LightmappedGeneric_LightingOnly.vsh
Nicholas Hastings e2781a0000 SDK sync.
2014-02-28 14:08:09 -05:00

46 lines
1.3 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------
; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform
; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform
; $SHADER_SPECIFIC_CONST_4 = Modulation color
;------------------------------------------------------------------------------
&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 );
; YUCK! This is to make texcoords continuous for mat_softwaretl
mov oT0, $cZero
; Texture coordinates
mov oT1, $vTexCoord1
mov oD0, $cOne