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https://github.com/alliedmodders/hl2sdk.git
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115 lines
4.0 KiB
GLSL
115 lines
4.0 KiB
GLSL
# DYNAMIC: "SKINNING" "0..1"
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vs.1.1
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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( \$projPos );
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&SkinPositionAndNormal( $worldPos, $worldNormal );
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if( $SKINNING == 1 )
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{
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&Normalize( $worldNormal );
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}
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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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mov oPos, $projPos
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;------------------------------------------------------------------------------
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; Fog - don't bother with water fog for intro effects
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;------------------------------------------------------------------------------
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&DepthFog( $projPos, "oFog" );
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&FreeRegister( \$projPos );
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;------------------------------------------------------------------------------
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; Flesh area
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;------------------------------------------------------------------------------
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; // Store the closest effect intensity
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; o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance
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; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius1.xyz ) * g_vEffectCenterOoRadius1.w );
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; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius2.xyz ) * g_vEffectCenterOoRadius2.w );
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; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius3.xyz ) * g_vEffectCenterOoRadius3.w );
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; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius4.xyz ) * g_vEffectCenterOoRadius4.w );
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alloc $tmp1
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alloc $flEffect
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mov $flEffect, $cTwo
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mad $flEffect, $flEffect, $cTwo, $cTwo
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sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_1
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dp3 $tmp1.w, $tmp1, $tmp1
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rsq $tmp1.w, $tmp1.w
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rcp $tmp1.w, $tmp1.w
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mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_1.w
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min $flEffect, $flEffect, $tmp1.w
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sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_2
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dp3 $tmp1.w, $tmp1, $tmp1
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rsq $tmp1.w, $tmp1.w
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rcp $tmp1.w, $tmp1.w
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mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_2.w
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min $flEffect, $flEffect, $tmp1.w
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sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_3
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dp3 $tmp1.w, $tmp1, $tmp1
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rsq $tmp1.w, $tmp1.w
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rcp $tmp1.w, $tmp1.w
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mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_3.w
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min $flEffect, $flEffect, $tmp1.w
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sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_4
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dp3 $tmp1.w, $tmp1, $tmp1
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rsq $tmp1.w, $tmp1.w
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rcp $tmp1.w, $tmp1.w
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mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_4.w
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min $flEffect, $flEffect, $tmp1.w
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mov oD0, $flEffect
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; float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz );
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; o.flDistanceToEffectCenter_flFresnelEffect.y = pow( saturate( dot( -vWorldViewVector.xyz, vWorldNormal.xyz ) ), 1.5f );
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sub $tmp1, $worldPos, $cEyePos
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&Normalize( $tmp1 );
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dp3 $tmp1, -$tmp1, $worldNormal
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max $tmp1, $tmp1, $cZero
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mul $tmp1, $tmp1, $tmp1
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mov oD1, $tmp1
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free $tmp1
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free $flEffect
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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mov oT0.xy, $vTexCoord0
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alloc $tmp2
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dp4 $tmp2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
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dp4 $tmp2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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add oT1.xy, $tmp2, $SHADER_SPECIFIC_CONST_4
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free $tmp2
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; YUCK! This is to make texcoords continuous for mat_softwaretl
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mov oT2, $cZero
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&FreeRegister( \$worldPos );
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&FreeRegister( \$worldNormal );
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