mirror of
https://github.com/nillerusr/source-engine.git
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98 lines
3.1 KiB
GLSL
98 lines
3.1 KiB
GLSL
vs.1.1
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# STATIC: "INTRO" "0..1"
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# STATIC: "HALF_LAMBERT" "0..1"
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# DYNAMIC: "DOWATERFOG" "0..1"
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# DYNAMIC: "LIGHT_COMBO" "0..21"
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# DYNAMIC: "SKINNING" "0..1"
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;------------------------------------------------------------------------------
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; $SHADER_SPECIFIC_CONST_0 = xyz = mouth forward direction vector, w = illum factor
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;------------------------------------------------------------------------------
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#include "macros.vsh"
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$WARPPARAM = $SHADER_SPECIFIC_CONST_2;
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$ENTITY_ORIGIN = $SHADER_SPECIFIC_CONST_3;
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;------------------------------------------------------------------------------
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; Vertex blending
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;------------------------------------------------------------------------------
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alloc $worldPos
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alloc $worldNormal
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&SkinPositionAndNormal( $worldPos, $worldNormal );
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;------------------------------------------------------------------------------
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; Optional intro warping
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;------------------------------------------------------------------------------
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if ( $INTRO == 1 )
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{
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alloc $tmp
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sub $tmp.xyz, $worldPos, $ENTITY_ORIGIN
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mul $tmp.xy, $tmp, $WARPPARAM
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add $worldPos.xyz, $tmp, $ENTITY_ORIGIN
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free $tmp
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}
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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 $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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free $projPos
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;------------------------------------------------------------------------------
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; Lighting
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;------------------------------------------------------------------------------
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alloc $linearColor
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&DoDynamicLightingToLinear( $worldPos, $worldNormal, $linearColor );
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;------------------------------------------------------------------------------
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; Factor in teeth darkening factors
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;------------------------------------------------------------------------------
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alloc $tmp
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mul $linearColor.xyz, $SHADER_SPECIFIC_CONST_0.w, $linearColor ; FIXME Color darkened by illumination factor
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dp3 $tmp, $worldNormal, $SHADER_SPECIFIC_CONST_0 ; Figure out mouth forward dot normal
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max $tmp, $cZero, $tmp ; clamp from 0 to 1
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mul $linearColor.xyz, $tmp, $linearColor ; Darken by forward dot normal too
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;------------------------------------------------------------------------------
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; Output color (gamma correction)
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;------------------------------------------------------------------------------
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alloc $gammaColor
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&LinearToGamma( $linearColor, $gammaColor );
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free $linearColor
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mul oD0.xyz, $gammaColor.xyz, $cOverbrightFactor
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mov oD0.w, $cOne ; make sure all components are defined
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free $gammaColor
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free $worldPos
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free $worldNormal
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free $tmp
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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mov oT0, $vTexCoord0
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