mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
87 lines
2.8 KiB
GLSL
87 lines
2.8 KiB
GLSL
vs.1.1
|
|
|
|
# DYNAMIC: "DOWATERFOG" "0..1"
|
|
# DYNAMIC: "SKINNING" "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 blending
|
|
;------------------------------------------------------------------------------
|
|
&AllocateRegister( \$worldPos );
|
|
&AllocateRegister( \$worldNormal );
|
|
&SkinPositionAndNormal( $worldPos, $worldNormal );
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Transform the position from world to proj space
|
|
;------------------------------------------------------------------------------
|
|
|
|
&AllocateRegister( \$projPos );
|
|
|
|
dp4 $projPos.x, $worldPos, $cViewProj0
|
|
dp4 $projPos.y, $worldPos, $cViewProj1
|
|
dp4 $projPos.z, $worldPos, $cViewProj2
|
|
dp4 $projPos.w, $worldPos, $cViewProj3
|
|
mov oPos, $projPos
|
|
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Fog
|
|
;------------------------------------------------------------------------------
|
|
|
|
&CalcFog( $worldPos, $projPos );
|
|
|
|
&FreeRegister( \$worldPos );
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Transform the normal from world to proj space
|
|
;------------------------------------------------------------------------------
|
|
|
|
&AllocateRegister( \$projNormal );
|
|
|
|
; only do X and Y since that's all we care about
|
|
dp3 $projNormal.x, $worldNormal, $cViewProj0
|
|
dp3 $projNormal.y, $worldNormal, $cViewProj1
|
|
|
|
&FreeRegister( \$worldNormal );
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Texture coordinates
|
|
;------------------------------------------------------------------------------
|
|
|
|
; NOTE: projPos isn't projPos after this point. :)
|
|
|
|
; divide by z
|
|
rcp $projPos.w, $projPos.w
|
|
mul $projPos.xy, $projPos.w, $projPos.xy
|
|
|
|
; map from -1..1 to 0..1
|
|
mad $projPos.xy, $projPos.xy, $cHalf, $cHalf
|
|
|
|
; tweak with the texcoords based on the normal and $refractionamount
|
|
mad $projPos.xy, $projNormal.xy, -$SHADER_SPECIFIC_CONST_4.xy, $projPos.xy ; FIXME
|
|
|
|
; invert y
|
|
add $projPos.y, $cOne, -$projPos.y
|
|
|
|
; hack scale for nvidia (Power of two texcoords are screwed.)
|
|
mul oT0.xy, $projPos.xy, $SHADER_SPECIFIC_CONST_5.xy
|
|
|
|
&FreeRegister( \$projPos );
|
|
&FreeRegister( \$projNormal );
|