105 lines
3.5 KiB
GLSL
105 lines
3.5 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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;------------------------------------------------------------------------------
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; Refract uv's (Code copied from predator.vsh)
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;------------------------------------------------------------------------------
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; NOTE: projPos isn't projPos after this point. :)
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&AllocateRegister( \$projNormal );
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; only do X and Y since that's all we care about
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dp3 $projNormal.x, $worldNormal, $cViewProj0
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dp3 $projNormal.y, $worldNormal, $cViewProj1
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; divide by z
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rcp $projPos.w, $projPos.w
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mul $projPos.xy, $projPos.w, $projPos.xy
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; map from -1..1 to 0..1
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mad $projPos.xy, $projPos.xy, $cHalf, $cHalf
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; tweak with the texcoords based on the normal and $refractionamount
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mad $projPos.xy, $projNormal.xy, -$SHADER_SPECIFIC_CONST_4.xy, $projPos.xy ; FIXME
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; invert y
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add $projPos.y, $cOne, -$projPos.y
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; hack scale for nvidia (Power of two texcoords are screwed.)
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mul oT0.xy, $projPos.xy, $SHADER_SPECIFIC_CONST_5.xy
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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( \$projPos );
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&FreeRegister( \$projNormal );
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;------------------------------------------------------------------------------
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; Refract mask
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;------------------------------------------------------------------------------
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; // float flFresnel = 1.0f - saturate( dot( i.vWorldNormal.xyz, normalize( -i.vWorldViewVector.xyz ) ) );
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&AllocateRegister( \$flFresnel );
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&AllocateRegister( \$tmp1 );
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sub $flFresnel, $worldPos, $cEyePos
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&Normalize( $flFresnel );
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dp3 $flFresnel, -$flFresnel, $worldNormal
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max $flFresnel, $flFresnel, $cZero
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sub $flFresnel, $cOne, $flFresnel
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; // float flCloakLerpFactor = saturate( lerp( 1.0f, flFresnel - 1.35f, saturate( g_flCloakFactor ) ) );
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&AllocateRegister( \$flCloakLerpFactor );
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sub $flCloakLerpFactor, $flFresnel, $SHADER_SPECIFIC_CONST_3.x ; // flFresnel - 1.35f
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mov $tmp1, $cOne
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sub $flCloakLerpFactor, $flCloakLerpFactor, $tmp1
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mad $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.y, $tmp1
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max $flCloakLerpFactor, $flCloakLerpFactor, $cZero
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min $flCloakLerpFactor, $flCloakLerpFactor, $cOne
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; // flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor );
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sub $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.z
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mul $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.w
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sub $flCloakLerpFactor, $cOne, $flCloakLerpFactor
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mov oD0, $flCloakLerpFactor
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&FreeRegister( \$tmp1 );
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&FreeRegister( \$flFresnel );
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&FreeRegister( \$flCloakLerpFactor );
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&FreeRegister( \$worldPos );
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&FreeRegister( \$worldNormal );
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