86 lines
2.2 KiB
GLSL
86 lines
2.2 KiB
GLSL
# STATIC: "UNLIT" "0..1"
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# STATIC: "HALF_LAMBERT" "0..1"
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# DYNAMIC: "LIGHT_COMBO" "0..21"
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# DYNAMIC: "SKINNING" "0..1"
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vs.1.1
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#include "macros.vsh"
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$WARPPARAM = $SHADER_SPECIFIC_CONST_2;
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$ENTITY_ORIGIN = $SHADER_SPECIFIC_CONST_3;
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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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alloc $tmp
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sub $tmp.xyz, $worldPos, $ENTITY_ORIGIN
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mul $tmp.xy, $tmp, $WARPPARAM
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add $worldPos.xyz, $tmp, $ENTITY_ORIGIN
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free $tmp
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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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; Lighting
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;------------------------------------------------------------------------------
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if( $UNLIT )
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{
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mov oD0, $cHalf
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}
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else
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{
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&DoLighting( $worldPos, $worldNormal );
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}
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if( !$envmap )
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{
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&FreeRegister( \$worldNormal );
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}
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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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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