mirror of
https://github.com/nillerusr/source-engine.git
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106 lines
2.8 KiB
GLSL
106 lines
2.8 KiB
GLSL
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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; Vertex components
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; $vPos = Position
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; $vNormal = normal
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; $vTexCoord0.xy = TexCoord0
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; $vTangentS = S axis of Texture space
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; $vTangentT = T axis of Texture space
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;------------------------------------------------------------------------------
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; Transform the position from world to view space
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;------------------------------------------------------------------------------
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alloc $worldPos
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alloc $worldNormal
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alloc $worldTangentS
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alloc $worldTangentT
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&SkinPositionNormalAndTangentSpace( $worldPos, $worldNormal,
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$worldTangentS, $worldTangentT );
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alloc $projPos
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; Transform position from world to projection space
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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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&CalcFog( $worldPos, $projPos );
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alloc $worldEyeVect
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; Get the eye vector in world space
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add $worldEyeVect.xyz, -$worldPos, $cEyePos
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alloc $tangentEyeVect
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; transform the eye vector to tangent space
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dp3 oT3.x, $worldEyeVect, $worldTangentS
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dp3 oT3.y, $worldEyeVect, $worldTangentT
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dp3 oT3.z, $worldEyeVect, $worldNormal
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alloc $bumpTexCoord
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dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
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; dudv map
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mov oT0.xy, $bumpTexCoord
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; refract tint + alpha channel
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mov oT2.xy, $bumpTexCoord
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mov oT3.xy, $bumpTexCoord
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free $bumpTexCoord
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mov oPos, $projPos
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; special case perspective correct texture projection so that the texture fits exactly on the screen
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; flip Y by multiplying by -1
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mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w
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; transform from [-w,w] to [0,2*w]
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; The reason this is w is because we are in perspective space/homogenous clip space.
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add $projPos.xy, $projPos.xy, $projPos.w
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; transform from [0,2*w] to [0,w]
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; We'll end up dividing by w in the pixel shader to get to [0,1]
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mul $projPos.xy, $projPos.xy, $cHalf
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mov oT1.xy, $projPos.xy
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; emit w to both z and w in case the driver screws up and divides by z
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mov oT1.z, $projPos.w
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mov oT1.w, $projPos.w
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free $projPos
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free $worldPos
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free $worldEyeVect
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free $tangentEyeVect
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free $w
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free $worldNormal
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free $worldTangentS
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free $worldTangentT
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