mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
143 lines
3.7 KiB
GLSL
143 lines
3.7 KiB
GLSL
#include "macros.vsh"
|
|
|
|
;------------------------------------------------------------------------------
|
|
; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform
|
|
; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform
|
|
; $SHADER_SPECIFIC_CONST_4-$SHADER_SPECIFIC_CONST_5 = Detail texture transform
|
|
;------------------------------------------------------------------------------
|
|
|
|
sub UnlitGeneric
|
|
{
|
|
local( $detail ) = shift;
|
|
local( $envmap ) = shift;
|
|
local( $envmapcameraspace ) = shift;
|
|
local( $envmapsphere ) = shift;
|
|
local( $vertexcolor ) = shift;
|
|
local( $separatedetailuvs ) = shift;
|
|
|
|
local( $worldPos, $worldNormal, $projPos, $reflectionVector );
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Vertex blending
|
|
;------------------------------------------------------------------------------
|
|
&AllocateRegister( \$worldPos );
|
|
if( $envmap )
|
|
{
|
|
&AllocateRegister( \$worldNormal );
|
|
&SkinPositionAndNormal( $worldPos, $worldNormal );
|
|
}
|
|
else
|
|
{
|
|
&SkinPosition( $worldPos );
|
|
}
|
|
|
|
;------------------------------------------------------------------------------
|
|
; 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, $projPos );
|
|
&FreeRegister( \$projPos );
|
|
|
|
if( !$envmap )
|
|
{
|
|
&FreeRegister( \$worldPos );
|
|
}
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Texture coordinates (use world-space normal for envmap, tex transform for mask)
|
|
;------------------------------------------------------------------------------
|
|
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
|
|
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
|
|
if ( $g_x360 )
|
|
{
|
|
; must write xyzw to match read in pixelshader
|
|
mov oT0.zw, $cZero
|
|
}
|
|
|
|
if( $envmap )
|
|
{
|
|
if( $envmapcameraspace )
|
|
{
|
|
&AllocateRegister( \$reflectionVector );
|
|
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
|
|
|
|
; transform reflection vector into view space
|
|
dp3 oT1.x, $reflectionVector, $cViewModel0
|
|
dp3 oT1.y, $reflectionVector, $cViewModel1
|
|
dp3 oT1.z, $reflectionVector, $cViewModel2
|
|
if ( $g_x360 )
|
|
{
|
|
; must write xyzw to match read in pixelshader
|
|
mov oT1.w, $cZero
|
|
}
|
|
|
|
&FreeRegister( \$reflectionVector );
|
|
}
|
|
elsif( $envmapsphere )
|
|
{
|
|
&AllocateRegister( \$reflectionVector );
|
|
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
|
|
&ComputeSphereMapTexCoords( $reflectionVector, "oT1" );
|
|
|
|
&FreeRegister( \$reflectionVector );
|
|
}
|
|
else
|
|
{
|
|
&ComputeReflectionVector( $worldPos, $worldNormal, "oT1" );
|
|
}
|
|
|
|
; envmap mask
|
|
dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
|
|
dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
|
|
if ( $g_x360 )
|
|
{
|
|
; must write xyzw to match read in pixelshader
|
|
mov oT2.zw, $cZero
|
|
}
|
|
|
|
&FreeRegister( \$worldPos );
|
|
&FreeRegister( \$worldNormal );
|
|
}
|
|
|
|
if( $detail )
|
|
{
|
|
if ( $separatedetailuvs )
|
|
{
|
|
mov oT3, $vTexCoord1
|
|
}
|
|
else
|
|
{
|
|
dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
|
|
dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
|
|
}
|
|
|
|
if ( $g_x360 )
|
|
{
|
|
; must write xyzw to match read in pixelshader
|
|
mov oT3.zw, $cZero
|
|
}
|
|
}
|
|
|
|
if( $vertexcolor )
|
|
{
|
|
; Modulation color
|
|
mul oD0, $vColor, $cModulationColor
|
|
}
|
|
else
|
|
{
|
|
; Modulation color
|
|
mov oD0, $cModulationColor
|
|
}
|
|
}
|