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@@ -0,0 +1,86 @@
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vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..1"
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# DYNAMIC: "SKINNING" "0..1"
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;------------------------------------------------------------------------------
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; Constants specified by the app
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; c0 = (0, 1, 2, 0.5)
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; c1 = (1/2.2, 0, 0, 0)
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; c2 = camera position *in world space*
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; c4-c7 = modelViewProj matrix (transpose)
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; c8-c11 = ViewProj matrix (transpose)
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; c12-c15 = model->view matrix (transpose)
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; c16 = [fogStart, fogEnd, fogRange, undefined]
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;
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; Vertex components (as specified in the vertex DECL)
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; $vPos = Position
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; $vTexCoord0.xy = TexCoord0
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;------------------------------------------------------------------------------
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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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&SkinPositionAndNormal( $worldPos, $worldNormal );
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;------------------------------------------------------------------------------
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; Transform the position from world to proj space
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;------------------------------------------------------------------------------
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&AllocateRegister( \$projPos );
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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
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;------------------------------------------------------------------------------
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&CalcFog( $worldPos, $projPos );
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&FreeRegister( \$worldPos );
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;------------------------------------------------------------------------------
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; Transform the normal from world to proj space
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;------------------------------------------------------------------------------
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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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&FreeRegister( \$worldNormal );
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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; NOTE: projPos isn't projPos after this point. :)
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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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&FreeRegister( \$projPos );
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&FreeRegister( \$projNormal );
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