mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
86 lines
3.7 KiB
GLSL
86 lines
3.7 KiB
GLSL
vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..1"
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# DYNAMIC: "SKINNING" "0..1"
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;------------------------------------------------------------------------------
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; Constants specified by the app
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; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_2 = Shadow texture matrix
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; $SHADER_SPECIFIC_CONST_3 = Tex origin
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; $SHADER_SPECIFIC_CONST_4 = Tex Scale
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; $SHADER_SPECIFIC_CONST_5 = [Shadow falloff offset, 1/Shadow distance, Shadow scale, 0 ]
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;------------------------------------------------------------------------------
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#include "macros.vsh"
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;------------------------------------------------------------------------------
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; Vertex blending (whacks r1-r7, positions in r7, normals in r8)
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;------------------------------------------------------------------------------
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&AllocateRegister( \$worldPos );
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&AllocateRegister( \$worldNormal );
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&SkinPositionAndNormal( $worldPos, $worldNormal );
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; Transform the position from world to view space
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&AllocateRegister( \$projPos );
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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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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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&FreeRegister( \$projPos );
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;------------------------------------------------------------------------------
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; Transform position into texture space (from 0 to 1)
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;------------------------------------------------------------------------------
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&AllocateRegister( \$texturePos );
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dp4 $texturePos.x, $worldPos, $SHADER_SPECIFIC_CONST_0
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dp4 $texturePos.y, $worldPos, $SHADER_SPECIFIC_CONST_1
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dp4 $texturePos.z, $worldPos, $SHADER_SPECIFIC_CONST_2
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&FreeRegister( \$worldPos );
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;------------------------------------------------------------------------------
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; Figure out the shadow fade amount
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;------------------------------------------------------------------------------
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&AllocateRegister( \$shadowFade );
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sub $shadowFade, $texturePos.z, $SHADER_SPECIFIC_CONST_5.x
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mul $shadowFade, $shadowFade, $SHADER_SPECIFIC_CONST_5.y
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;------------------------------------------------------------------------------
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; Offset it into the texture
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;------------------------------------------------------------------------------
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&AllocateRegister( \$actualTextureCoord );
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mul $actualTextureCoord.xyz, $SHADER_SPECIFIC_CONST_4, $texturePos
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add oT0.xyz, $actualTextureCoord, $SHADER_SPECIFIC_CONST_3
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;mov oT0.xyz, $texturePos
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&FreeRegister( \$actualTextureCoord );
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;------------------------------------------------------------------------------
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; We're doing clipping by using texkill
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;------------------------------------------------------------------------------
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mov oT1.xyz, $texturePos ; also clips when shadow z < 0 !
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sub oT2.xyz, $cOne, $texturePos
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sub oT2.z, $cOne, $shadowFade.z ; clips when shadow z > shadow distance
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&FreeRegister( \$texturePos );
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;------------------------------------------------------------------------------
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; We're doing backface culling by using texkill also (wow yucky)
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;------------------------------------------------------------------------------
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; Transform z component of normal in texture space
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; If it's negative, then don't draw the pixel
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dp3 oT3, $worldNormal, -$SHADER_SPECIFIC_CONST_2
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&FreeRegister( \$worldNormal );
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;------------------------------------------------------------------------------
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; Shadow color, falloff
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;------------------------------------------------------------------------------
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mov oD0, $cModulationColor
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mul oD0.w, $shadowFade.x, $SHADER_SPECIFIC_CONST_5.z
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&FreeRegister( \$shadowFade );
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