source-engine/materialsystem/stdshaders/overlay_fit_vs11.vsh

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2020-04-22 16:56:21 +00:00
vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
;------------------------------------------------------------------------------
; Constants specified by the app
; c0 = (0, 1, 2, 0.5)
; c1 = (1/2.2, 0, 0, 0)
; c2 = camera position *in world space*
; c4-c7 = modelViewProj matrix (transpose)
; c8-c11 = ViewProj matrix (transpose)
; c12-c15 = model->view matrix (transpose)
; c16 = [fogStart, fogEnd, fogRange, undefined]
;
; Vertex components (as specified in the vertex DECL)
; $vPos = Position
; $vTexCoord0.xy = TexCoord0
;------------------------------------------------------------------------------
#include "macros.vsh"
; Vertex components
; $vPos = Position
; $vNormal = normal
; $vTexCoord0.xy = TexCoord0
; $vTangentS = S axis of Texture space
; $vTangentT = T axis of Texture space
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
alloc $worldPos
alloc $projPos
; Transform position from world to projection space
dp4 $projPos.x, $vPos, $cViewProj0
dp4 $projPos.y, $vPos, $cViewProj1
dp4 $projPos.z, $vPos, $cViewProj2
dp4 $projPos.w, $vPos, $cViewProj3
mov oPos, $projPos
dp4 $worldPos.z, $vPos, $cModel2
&CalcFog( $worldPos, $projPos );
free $projPos
free $worldPos
mov oD0, $vColor
mov oT0, $vTexCoord0
mov oT1, $vTexCoord1
mov oT2, $vTexCoord2