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https://github.com/nillerusr/source-engine.git
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46 lines
1.2 KiB
GLSL
46 lines
1.2 KiB
GLSL
vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..1"
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#include "macros.vsh"
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;------------------------------------------------------------------------------
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; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform
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; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform
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; $SHADER_SPECIFIC_CONST_4 = Modulation color
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;------------------------------------------------------------------------------
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&AllocateRegister( \$projPos );
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; Transform position from object to projection space
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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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;------------------------------------------------------------------------------
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; Fog
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;------------------------------------------------------------------------------
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alloc $worldPos
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if( $DOWATERFOG == 1 )
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{
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; Get the worldpos z component only since that's all we need for height fog
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dp4 $worldPos.z, $vPos, $cModel2
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}
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&CalcFog( $worldPos, $projPos );
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free $worldPos
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&FreeRegister( \$projPos );
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; YUCK! This is to make texcoords continuous for mat_softwaretl
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mov oT0, $cZero
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; Texture coordinates
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mov oT1, $vTexCoord1
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mov oD0, $cOne
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