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https://github.com/nillerusr/source-engine.git
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146 lines
4.1 KiB
GLSL
146 lines
4.1 KiB
GLSL
#include "macros.vsh"
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sub VertexLitGeneric
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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( $decal ) = shift;
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local( $worldPos, $worldNormal, $projPos );
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local( $reflectionVector );
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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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&AllocateRegister( \$projPos );
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; if( $g_staticLightType eq "static" && $g_ambientLightType eq "none" &&
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; $g_localLightType1 eq "none" && $g_localLightType2 eq "none" && !$envmap )
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if( 0 )
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{
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; NOTE: Don't do this optimization anymore since it would mean a gazillion combos
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; of the flashlight shaders
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; Special case for static prop lighting. We can go directly from
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; world to proj space for position, with the exception of z, which
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; is needed for fogging *if* height fog is enabled.
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; NOTE: We don't use this path if $envmap is defined since we need
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; worldpos for envmapping.
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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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; normal
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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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; Need this for height fog if it's enabled and for height clipping
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dp4 $worldPos.z, $vPos, $cModel2
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}
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else
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{
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&SkinPositionAndNormal( $worldPos, $worldNormal );
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if( $SKINNING == 1 )
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{
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&Normalize( $worldNormal );
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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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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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}
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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( \$projPos );
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;------------------------------------------------------------------------------
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; Lighting
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;------------------------------------------------------------------------------
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&DoLighting( $worldPos, $worldNormal );
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if( !$envmap )
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{
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&FreeRegister( \$worldNormal );
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}
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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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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if( $envmap )
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{
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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 oT1.x, $reflectionVector, $cViewModel0
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dp3 oT1.y, $reflectionVector, $cViewModel1
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dp3 oT1.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, "oT1" );
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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, "oT1" );
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}
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; envmap mask
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dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
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dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
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&FreeRegister( \$worldNormal );
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}
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else
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{
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if ( $decal )
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{
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&AllocateRegister( \$temp );
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mov $temp, $vTexCoord0
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sub oT1.xyz, $temp.xyz, $vTexCoord1.xyz
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sub oT2.xyz, $vTexCoord2.xyz, $temp.xyz
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&FreeRegister( \$temp );
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}
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else
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{
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; YUCK! This is to make texcoords continuous for mat_softwaretl
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mov oT1, $cZero
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mov oT2, $cZero
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}
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}
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if( $detail )
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{
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dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
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dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
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}
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&FreeRegister( \$worldPos );
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}
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