mirror of
https://github.com/nillerusr/source-engine.git
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169 lines
4.7 KiB
GLSL
169 lines
4.7 KiB
GLSL
vs.1.1
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# DYNAMIC: "DOWATERFOG" "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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alloc $projPos
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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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mov oPos, $projPos
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dp3 $worldPos.x, $vPos, $cModel0
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dp3 $worldPos.y, $vPos, $cModel1
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dp3 $worldPos.z, $vPos, $cModel2
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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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dp3 $worldTangentS.x, $vTangentS, $cModel0
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dp3 $worldTangentS.y, $vTangentS, $cModel1
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dp3 $worldTangentS.z, $vTangentS, $cModel2
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dp3 $worldTangentT.x, $vTangentT, $cModel0
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dp3 $worldTangentT.y, $vTangentT, $cModel1
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dp3 $worldTangentT.z, $vTangentT, $cModel2
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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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alloc $bumpTexCoord
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; transform the eye vector to tangent space
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dp3 $tangentEyeVect.x, $worldEyeVect, $worldTangentS
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dp3 $tangentEyeVect.y, $worldEyeVect, $worldTangentT
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dp3 $tangentEyeVect.z, $worldEyeVect, $worldNormal
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&Normalize( $tangentEyeVect );
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; stick the tangent space eye vector into oD0
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mad oD0.xyz, $tangentEyeVect, $cHalf, $cHalf
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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
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mov oT3.xy, $bumpTexCoord
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free $bumpTexCoord
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alloc $newProjPos
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alloc $w
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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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mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w
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add $projPos.xy, $projPos.xy, $projPos.w
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mul $projPos.xy, $projPos.xy, $cHalf
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; Do the perspective divide here. .yuck . . we aren't going to be perspective correct
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rcp $w.w, $projPos.w
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mul $projPos, $projPos, $w.w
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#max $projPos.x, $projPos.x, -$cOne
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#min $projPos.x, $projPos.x, $cOne
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#max $projPos.z, $projPos.z, $cZero
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#min $projPos.z, $projPos.z, $cOne
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;------------------------------------------------------------------------------
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; Transform the tangentS from world to view space
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;------------------------------------------------------------------------------
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alloc $projTangentS
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; we only care about x and y
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dp3 $projTangentS.x, $worldTangentS, $cViewProj0
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dp3 $projTangentS.y, $worldTangentS, $cViewProj1
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; project tangentS
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mul $projTangentS.xy, $projTangentS.xy, $w.w
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;max $projTangentS.xy, $projTangentS.xy, $cOne
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;min $projTangentS.xy, $projTangentS.xy, -$cOne
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;------------------------------------------------------------------------------
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; Transform the tangentT from world to view space
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;------------------------------------------------------------------------------
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alloc $projTangentT
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alloc $texCoord
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; we only care about x and y
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dp3 $projTangentT.x, $worldTangentT, $cViewProj0
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dp3 $projTangentT.y, $worldTangentT, $cViewProj1
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; project tangentT
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mul $projTangentT.xy, $projTangentT.xy, $w.w
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;max $projTangentT.xy, $projTangentT.xy, $cOne
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;min $projTangentT.xy, $projTangentT.xy, -$cOne
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;max $projPos.xy, $projPos.xy, $cOne
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;min $projPos.xy, $projPos.xy, -$cOne
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mul oT1.x, $projTangentS.x, $SHADER_SPECIFIC_CONST_3.x
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mul oT1.y, $projTangentT.x, $SHADER_SPECIFIC_CONST_3.x
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mov oT1.z, $projPos.x ; huh?
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mul $texCoord.x, $projTangentS.y, -$SHADER_SPECIFIC_CONST_3.x
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mul $texCoord.y, $projTangentT.y, -$SHADER_SPECIFIC_CONST_3.x
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mov $texCoord.z, $projPos.y
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mov oT2.xyz, $texCoord
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mov oT3.xyz, $texCoord
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free $texCoord
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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 $projTangentS
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free $projTangentT
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free $newProjPos
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free $worldNormal
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free $worldTangentS
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free $worldTangentT
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