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#include "macros.vsh"
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;------------------------------------------------------------------------------
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; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform + envmap mask transform
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; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Detail texture transform
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;------------------------------------------------------------------------------
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sub ShatteredGlass
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{
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local( $detail ) = shift;
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local( $envmap ) = shift;
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local( $envmapcameraspace ) = shift;
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local( $envmapsphere ) = shift;
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local( $vertexcolor ) = shift;
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local( $worldPos, $worldNormal, $projPos, $reflectionVector );
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&AllocateRegister( \$projPos );
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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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&AllocateRegister( \$worldPos );
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if( $DOWATERFOG == 1 )
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{
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; Get the worldpos z component only since that's all we need for height fog
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dp4 $worldPos.z, $vPos, $cModel2
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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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; Texture coordinates
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;------------------------------------------------------------------------------
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; base texcoords
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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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; lightmap texcoords
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mov oT1, $vTexCoord1
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if( $envmap )
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{
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&AllocateRegister( \$worldNormal );
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; Transform the position + normal 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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if( $DOWATERFOG == 0 )
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{
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dp4 $worldPos.z, $vPos, $cModel2
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}
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dp3 $worldNormal.x, $vNormal, $cModel0
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dp3 $worldNormal.y, $vNormal, $cModel1
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dp3 $worldNormal.z, $vNormal, $cModel2
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if( $envmapcameraspace )
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{
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&AllocateRegister( \$reflectionVector );
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&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
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; transform reflection vector into view space
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dp3 oT2.x, $reflectionVector, $cViewModel0
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dp3 oT2.y, $reflectionVector, $cViewModel1
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dp3 oT2.z, $reflectionVector, $cViewModel2
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&FreeRegister( \$reflectionVector );
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}
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elsif( $envmapsphere )
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{
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&AllocateRegister( \$reflectionVector );
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&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
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&ComputeSphereMapTexCoords( $reflectionVector, "oT2" );
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&FreeRegister( \$reflectionVector );
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}
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else
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{
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&ComputeReflectionVector( $worldPos, $worldNormal, "oT2" );
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}
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&FreeRegister( \$worldNormal );
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}
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&FreeRegister( \$worldPos );
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if( $detail )
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{
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dp4 oT3.x, $vTexCoord2, $SHADER_SPECIFIC_CONST_2
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dp4 oT3.y, $vTexCoord2, $SHADER_SPECIFIC_CONST_3
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}
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if( $vertexcolor )
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{
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; Modulation color
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mul oD0, $vColor, $cModulationColor
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}
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else
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{
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; Modulation color
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mov oD0, $cModulationColor
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}
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}
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