101 lines
3.0 KiB
GLSL
101 lines
3.0 KiB
GLSL
vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..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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; Transform position from object to world
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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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&AllocateRegister( \$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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mov oPos, $projPos
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;------------------------------------------------------------------------------
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; Fog
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;------------------------------------------------------------------------------
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&CalcFog( $worldPos, $projPos );
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&FreeRegister( \$projPos );
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;------------------------------------------------------------------------------
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; Lighting
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;------------------------------------------------------------------------------
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; Transform tangent space basis vectors to env map space (world space)
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; This will produce a set of vectors mapping from tangent space to env space
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; We'll use this to transform normals from the normal map from tangent space
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; to environment map space.
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; NOTE: use dp3 here since the basis vectors are vectors, not points
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dp3 oT1.x, $vTangentS, $cModel0
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dp3 oT2.x, $vTangentS, $cModel1
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dp3 oT3.x, $vTangentS, $cModel2
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dp3 oT1.y, $vTangentT, $cModel0
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dp3 oT2.y, $vTangentT, $cModel1
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dp3 oT3.y, $vTangentT, $cModel2
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dp3 oT1.z, $vNormal, $cModel0
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dp3 oT2.z, $vNormal, $cModel1
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dp3 oT3.z, $vNormal, $cModel2
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; Compute the vector from vertex to camera
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&AllocateRegister( \$worldEyeVect );
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sub $worldEyeVect.xyz, $cEyePos, $worldPos
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&FreeRegister( \$worldPos );
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; Move it into the w component of the texture coords, as the wacky
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; pixel shader wants it there.
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mov oT1.w, $worldEyeVect.x
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mov oT2.w, $worldEyeVect.y
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mov oT3.w, $worldEyeVect.z
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&AllocateRegister( \$tangentEyeVect );
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; transform the eye vector to tangent space
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dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS
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dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT
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dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal
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&Normalize( $tangentEyeVect );
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mov oD0.xyz, $tangentEyeVect
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&FreeRegister( \$tangentEyeVect );
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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_2.x
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mul oD0.w, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_2.y
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&FreeRegister( \$worldEyeVect );
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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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