mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
116 lines
3.1 KiB
GLSL
116 lines
3.1 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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#include "macros.vsh"
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local( $worldPos, $worldNormal, $projPos );
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alloc $worldPos
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alloc $projPos
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&SkinPosition( $worldPos );
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;------------------------------------------------------------------------------
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; Transform the position from world to view space
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;------------------------------------------------------------------------------
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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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;------------------------------------------------------------------------------
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; Normal is based on vertex position
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;------------------------------------------------------------------------------
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&AllocateRegister( \$worldNormal );
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&AllocateRegister( \$normalDotUp );
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sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_6 ; Normal = (Pos - Eye origin)
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dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_7 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up
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mul $normalDotUp, $normalDotUp, $cHalf
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mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_7, $worldNormal
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&FreeRegister( \$normalDotUp );
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; normalize the normal
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&Normalize( $worldNormal );
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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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; base tex coords
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mov oT1.xy, $vTexCoord0
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; spotlight texcoords
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dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1
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dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2
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dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3
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dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4
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local( $worldPosToLightVector, $distFactors );
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alloc $worldPosToLightVector
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sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0.xyz, $worldPos
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local( $distatten );
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alloc $distatten
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; $distatten = [ 1, 1/dist, 1/distsquared ]
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; dist squared
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dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector
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; oodist
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rsq $distatten.y, $distatten.z
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mov $distatten.x, $cOne
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local( $dist );
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alloc $dist
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mul $dist.x, $distatten.z, $distatten.y
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rcp $distatten.z, $distatten.z ; 1/distsquared
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local( $endFalloffFactor );
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alloc $endFalloffFactor
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; ( dist - farZ )
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sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w
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; 1 / ( (0.6f * farZ) - farZ)
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mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w
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max $endFalloffFactor, $endFalloffFactor, $cZero
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min $endFalloffFactor, $endFalloffFactor, $cOne
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local( $vertAtten );
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alloc $vertAtten
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dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5
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mul $vertAtten, $vertAtten, $endFalloffFactor
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; Normalize L
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&Normalize( $worldPosToLightVector );
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; N.L
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dp3 $worldNormal, $worldNormal, $worldPosToLightVector
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; Modulate distance attenuation with N.L
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mul oD0, $vertAtten, $worldNormal
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; iris
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dp4 oT3.x, $SHADER_SPECIFIC_CONST_8, $worldPos
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dp4 oT3.y, $SHADER_SPECIFIC_CONST_9, $worldPos
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free $dist
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free $endFalloffFactor
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free $worldPos
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free $worldNormal
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free $projPos
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free $worldPosToLightVector
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free $distatten
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free $vertAtten
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