mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
94 lines
2.9 KiB
GLSL
94 lines
2.9 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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; Shader specific constant:
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; $SHADER_SPECIFIC_CONST_5 = [sOffset, tOffset, 0, 0]
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;------------------------------------------------------------------------------
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#include "macros.vsh"
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;------------------------------------------------------------------------------
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; Vertex blending
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;------------------------------------------------------------------------------
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&AllocateRegister( \$worldPos );
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&AllocateRegister( \$worldNormal );
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&AllocateRegister( \$worldTangentS );
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&AllocateRegister( \$worldTangentT );
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&SkinPositionNormalAndTangentSpace( $worldPos, $worldNormal,
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$worldTangentS, $worldTangentT );
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;------------------------------------------------------------------------------
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; Transform the position from world to proj space
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;------------------------------------------------------------------------------
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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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; Lighting
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;------------------------------------------------------------------------------
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; Transform tangent space basis vectors to env map space (world space)
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; This will produce a set of vectors mapping from tangent space to env space
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; We'll use this to transform normals from the normal map from tangent space
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; to environment map space.
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; NOTE: use dp3 here since the basis vectors are vectors, not points
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; svect
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mov oT1.x, $worldTangentS.x
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mov oT2.x, $worldTangentS.y
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mov oT3.x, $worldTangentS.z
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&FreeRegister( \$worldTangentS );
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; tvect
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mov oT1.y, $worldTangentT.x
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mov oT2.y, $worldTangentT.y
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mov oT3.y, $worldTangentT.z
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&FreeRegister( \$worldTangentT );
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; normal
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mov oT1.z, $worldNormal.x
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mov oT2.z, $worldNormal.y
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mov oT3.z, $worldNormal.z
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&FreeRegister( \$worldNormal );
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; Compute the vector from vertex to camera
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&AllocateRegister( \$eyeVector );
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sub $eyeVector.xyz, $cEyePos, $worldPos
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&FreeRegister( \$worldPos );
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; Move it into the w component of the texture coords, as the wacky
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; pixel shader wants it there.
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mov oT1.w, $eyeVector.x
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mov oT2.w, $eyeVector.y
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mov oT3.w, $eyeVector.z
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&FreeRegister( \$eyeVector );
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
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