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hl2sdk/materialsystem/stdshaders/WaterCheapPerVertexFresnel_vs11.vsh
Nicholas Hastings e2781a0000 SDK sync.
2014-02-28 14:08:09 -05:00

101 lines
3.1 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
; Transform position from object to world
dp4 $worldPos.x, $vPos, $cModel0
dp4 $worldPos.y, $vPos, $cModel1
dp4 $worldPos.z, $vPos, $cModel2
&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
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Lighting
;------------------------------------------------------------------------------
; Transform tangent space basis vectors to env map space (world space)
; This will produce a set of vectors mapping from tangent space to env space
; We'll use this to transform normals from the normal map from tangent space
; to environment map space.
; NOTE: use dp3 here since the basis vectors are vectors, not points
dp3 oT1.x, $vTangentS, $cModel0
dp3 oT2.x, $vTangentS, $cModel1
dp3 oT3.x, $vTangentS, $cModel2
dp3 oT1.y, $vTangentT, $cModel0
dp3 oT2.y, $vTangentT, $cModel1
dp3 oT3.y, $vTangentT, $cModel2
dp3 oT1.z, $vNormal, $cModel0
dp3 oT2.z, $vNormal, $cModel1
dp3 oT3.z, $vNormal, $cModel2
; Compute the vector from vertex to camera
&AllocateRegister( \$worldEyeVect );
sub $worldEyeVect.xyz, $cEyePos, $worldPos
&FreeRegister( \$worldPos );
; Move it into the w component of the texture coords, as the wacky
; pixel shader wants it there.
mov oT1.w, $worldEyeVect.x
mov oT2.w, $worldEyeVect.y
mov oT3.w, $worldEyeVect.z
&AllocateRegister( \$tangentEyeVect );
; transform the eye vector to tangent space
dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS
dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT
dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal
&Normalize( $tangentEyeVect );
mov oD0.xyz, $tangentEyeVect
&FreeRegister( \$tangentEyeVect );
; Get the magnitude of worldEyeVect
dp3 $worldEyeVect.w, $worldEyeVect, $worldEyeVect
rsq $worldEyeVect.w, $worldEyeVect.w
rcp $worldEyeVect.w, $worldEyeVect.w
; calculate the cheap water blend factor and stick it into oD0.a
; NOTE: This won't be perspective correct!!!!!
; OPTIMIZE: This could turn into a mad.
add $worldEyeVect.w, $worldEyeVect.w, -$SHADER_SPECIFIC_CONST_2.x
mul oD0.w, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_2.y
&FreeRegister( \$worldEyeVect );
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1