1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00
hl2sdk/materialsystem/stdshaders/vertexlitgeneric_flashlight_vs11.vsh
Nicholas Hastings e2781a0000 SDK sync.
2014-02-28 14:08:09 -05:00

138 lines
3.7 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "SKINNING" "0..1"
# STATIC: "TEETH" "0..1"
#include "macros.vsh"
local( $worldPos, $worldNormal, $projPos );
alloc $worldPos
alloc $worldNormal
alloc $projPos
if( 0 )
{
; NOTE: Don't do this optimization anymore since it would mean a gazillion combos
; Special case for static prop lighting. We can go directly from
; world to proj space for position, with the exception of z, which
; is needed for fogging *if* height fog is enabled.
; NOTE: We don't use this path if $envmap is defined since we need
; worldpos for envmapping.
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
; normal
dp3 $worldNormal.x, $vNormal, $cModel0
dp3 $worldNormal.y, $vNormal, $cModel1
dp3 $worldNormal.z, $vNormal, $cModel2
; Need this for height fog if it's enabled and for height clipping
dp4 $worldPos.z, $vPos, $cModel2
}
else
{
&SkinPositionAndNormal( $worldPos, $worldNormal );
if( $SKINNING == 1 )
{
&Normalize( $worldNormal );
}
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
}
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
; base tex coords
dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_6
dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_7
; normal map coords
;dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_8
;dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_9
; spotlight texcoords
dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1
dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2
dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3
dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4
local( $worldPosToLightVector, $distFactors );
alloc $worldPosToLightVector
sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0, $worldPos
mov oT2, $worldPosToLightVector
local( $distatten );
alloc $distatten
; $distatten = [ 1, 1/dist, 1/distsquared ]
; dist squared
dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector
; oodist
rsq $distatten.y, $distatten.z
mov $distatten.x, $cOne
local( $dist );
alloc $dist
mul $dist.x, $distatten.z, $distatten.y
rcp $distatten.z, $distatten.z ; 1/distsquared
local( $endFalloffFactor );
alloc $endFalloffFactor
; ( dist - farZ )
sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w
; 1 / ( (0.6f * farZ) - farZ)
mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w
max $endFalloffFactor, $endFalloffFactor, $cZero
min $endFalloffFactor, $endFalloffFactor, $cOne
local( $vertAtten );
alloc $vertAtten
dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5
mul $vertAtten, $vertAtten, $endFalloffFactor
if( $TEETH )
{
alloc $mouthAtten
dp3 $mouthAtten, $worldNormal.xyz, $SHADER_SPECIFIC_CONST_10.xyz
max $mouthAtten, $cZero, $mouthAtten
mul $mouthAtten, $mouthAtten, $SHADER_SPECIFIC_CONST_10.w
mul $vertAtten, $vertAtten, $mouthAtten
free $mouthAtten
}
mov oD0, $vertAtten
mov oT3.xyz, $worldNormal.xyz
free $dist
free $endFalloffFactor
free $worldPos
free $worldNormal
free $projPos
free $worldPosToLightVector
free $distatten
free $vertAtten