mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
105 lines
3.5 KiB
GLSL
105 lines
3.5 KiB
GLSL
# DYNAMIC: "SKINNING" "0..1"
|
|
|
|
vs.1.1
|
|
#include "macros.vsh"
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Vertex blending
|
|
;------------------------------------------------------------------------------
|
|
&AllocateRegister( \$worldPos );
|
|
&AllocateRegister( \$worldNormal );
|
|
&AllocateRegister( \$projPos );
|
|
|
|
&SkinPositionAndNormal( $worldPos, $worldNormal );
|
|
|
|
if( $SKINNING == 1 )
|
|
{
|
|
&Normalize( $worldNormal );
|
|
}
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Transform the position from world to view space
|
|
;------------------------------------------------------------------------------
|
|
dp4 $projPos.x, $worldPos, $cViewProj0
|
|
dp4 $projPos.y, $worldPos, $cViewProj1
|
|
dp4 $projPos.z, $worldPos, $cViewProj2
|
|
dp4 $projPos.w, $worldPos, $cViewProj3
|
|
|
|
mov oPos, $projPos
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Fog - don't bother with water fog for intro effects
|
|
;------------------------------------------------------------------------------
|
|
&DepthFog( $projPos, "oFog" );
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Refract uv's (Code copied from predator.vsh)
|
|
;------------------------------------------------------------------------------
|
|
; NOTE: projPos isn't projPos after this point. :)
|
|
|
|
&AllocateRegister( \$projNormal );
|
|
|
|
; only do X and Y since that's all we care about
|
|
dp3 $projNormal.x, $worldNormal, $cViewProj0
|
|
dp3 $projNormal.y, $worldNormal, $cViewProj1
|
|
|
|
; divide by z
|
|
rcp $projPos.w, $projPos.w
|
|
mul $projPos.xy, $projPos.w, $projPos.xy
|
|
|
|
; map from -1..1 to 0..1
|
|
mad $projPos.xy, $projPos.xy, $cHalf, $cHalf
|
|
|
|
; tweak with the texcoords based on the normal and $refractionamount
|
|
mad $projPos.xy, $projNormal.xy, -$SHADER_SPECIFIC_CONST_4.xy, $projPos.xy ; FIXME
|
|
|
|
; invert y
|
|
add $projPos.y, $cOne, -$projPos.y
|
|
|
|
; hack scale for nvidia (Power of two texcoords are screwed.)
|
|
mul oT0.xy, $projPos.xy, $SHADER_SPECIFIC_CONST_5.xy
|
|
|
|
; YUCK! This is to make texcoords continuous for mat_softwaretl
|
|
mov oT2, $cZero
|
|
|
|
&FreeRegister( \$projPos );
|
|
&FreeRegister( \$projNormal );
|
|
|
|
;------------------------------------------------------------------------------
|
|
; Refract mask
|
|
;------------------------------------------------------------------------------
|
|
|
|
; // float flFresnel = 1.0f - saturate( dot( i.vWorldNormal.xyz, normalize( -i.vWorldViewVector.xyz ) ) );
|
|
&AllocateRegister( \$flFresnel );
|
|
&AllocateRegister( \$tmp1 );
|
|
|
|
sub $flFresnel, $worldPos, $cEyePos
|
|
&Normalize( $flFresnel );
|
|
dp3 $flFresnel, -$flFresnel, $worldNormal
|
|
max $flFresnel, $flFresnel, $cZero
|
|
sub $flFresnel, $cOne, $flFresnel
|
|
|
|
; // float flCloakLerpFactor = saturate( lerp( 1.0f, flFresnel - 1.35f, saturate( g_flCloakFactor ) ) );
|
|
&AllocateRegister( \$flCloakLerpFactor );
|
|
|
|
sub $flCloakLerpFactor, $flFresnel, $SHADER_SPECIFIC_CONST_3.x ; // flFresnel - 1.35f
|
|
mov $tmp1, $cOne
|
|
sub $flCloakLerpFactor, $flCloakLerpFactor, $tmp1
|
|
mad $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.y, $tmp1
|
|
max $flCloakLerpFactor, $flCloakLerpFactor, $cZero
|
|
min $flCloakLerpFactor, $flCloakLerpFactor, $cOne
|
|
|
|
; // flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor );
|
|
sub $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.z
|
|
mul $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.w
|
|
sub $flCloakLerpFactor, $cOne, $flCloakLerpFactor
|
|
|
|
mov oD0, $flCloakLerpFactor
|
|
|
|
&FreeRegister( \$tmp1 );
|
|
&FreeRegister( \$flFresnel );
|
|
&FreeRegister( \$flCloakLerpFactor );
|
|
|
|
&FreeRegister( \$worldPos );
|
|
&FreeRegister( \$worldNormal );
|