103 lines
2.8 KiB
GLSL
103 lines
2.8 KiB
GLSL
vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..1"
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;------------------------------------------------------------------------------
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; Constants specified by the app
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; c0 = (0, 1, 2, 0.5)
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; c1 = (1/2.2, 0, 0, 0)
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; c2 = camera position *in world space*
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; c4-c7 = modelViewProj matrix (transpose)
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; c8-c11 = ViewProj matrix (transpose)
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; c12-c15 = model->view matrix (transpose)
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; c16 = [fogStart, fogEnd, fogRange, undefined]
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;
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; Vertex components (as specified in the vertex DECL)
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; $vPos = Position
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; $vTexCoord0.xy = TexCoord0
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;------------------------------------------------------------------------------
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#include "macros.vsh"
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; Vertex components
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; $vPos = Position
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; $vNormal = normal
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; $vTexCoord0.xy = TexCoord0
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; $vTangentS = S axis of Texture space
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; $vTangentT = T axis of Texture space
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;------------------------------------------------------------------------------
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; Transform the position from world to view space
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;------------------------------------------------------------------------------
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alloc $projPos
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; Transform position from object to projection space
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dp4 $projPos.x, $vPos, $cModelViewProj0
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dp4 $projPos.y, $vPos, $cModelViewProj1
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dp4 $projPos.z, $vPos, $cModelViewProj2
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dp4 $projPos.w, $vPos, $cModelViewProj3
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alloc $worldPos
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; Transform position from object to world space
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dp4 $worldPos.x, $vPos, $cModel0
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dp4 $worldPos.y, $vPos, $cModel1
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dp4 $worldPos.z, $vPos, $cModel2
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&CalcFog( $worldPos, $projPos );
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alloc $worldEyeVect
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; Get the eye vector in world space
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add $worldEyeVect.xyz, -$worldPos, $cEyePos
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; transform the eye vector to tangent space
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dp3 oT3.x, $worldEyeVect, $vTangentS
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dp3 oT3.y, $worldEyeVect, $vTangentT
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dp3 oT3.z, $worldEyeVect, $vNormal
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; Get the magnitude of worldEyeVect
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dp3 $worldEyeVect.w, $worldEyeVect, $worldEyeVect
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rsq $worldEyeVect.w, $worldEyeVect.w
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rcp $worldEyeVect.w, $worldEyeVect.w
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; calculate the cheap water blend factor and stick it into oD0.a
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; NOTE: This won't be perspective correct!!!!!
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; OPTIMIZE: This could turn into a mad.
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add $worldEyeVect.w, $worldEyeVect.w, -$SHADER_SPECIFIC_CONST_3.x
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mul oD0, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_3.y
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; dudv map
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alloc $bumpTexCoord
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dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
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mov oT0.xy, $bumpTexCoord
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; normal map
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mov oT2.xy, $bumpTexCoord
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free $bumpTexCoord
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alloc $newProjPos
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mov oPos, $projPos
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; special case perspective correct texture projection so that the texture fits exactly on the screen
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mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w
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add $projPos.xy, $projPos.xy, $projPos.w
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mul $projPos.xy, $projPos.xy, $cHalf
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mov oT1.xy, $projPos.xy
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mov oT1.z, $cZero
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mov oT1.w, $projPos.w
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free $projPos
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free $worldPos
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free $worldEyeVect
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free $projTangentS
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free $projTangentT
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free $newProjPos
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