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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1" # STATIC: "TEETH" "0..1"
#include "macros.vsh"
local( $worldPos, $worldNormal, $projPos );
alloc $worldPos alloc $worldNormal alloc $projPos
if( 0 ) { ; NOTE: Don't do this optimization anymore since it would mean a gazillion combos ; Special case for static prop lighting. We can go directly from ; world to proj space for position, with the exception of z, which ; is needed for fogging *if* height fog is enabled.
; NOTE: We don't use this path if $envmap is defined since we need ; worldpos for envmapping. dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3 ; normal dp3 $worldNormal.x, $vNormal, $cModel0 dp3 $worldNormal.y, $vNormal, $cModel1 dp3 $worldNormal.z, $vNormal, $cModel2
; Need this for height fog if it's enabled and for height clipping dp4 $worldPos.z, $vPos, $cModel2 } else { &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 ;------------------------------------------------------------------------------ &CalcFog( $worldPos, $projPos );
; base tex coords dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_6 dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_7
; normal map coords ;dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_8 ;dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_9
; spotlight texcoords dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1 dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2 dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3 dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4
local( $worldPosToLightVector, $distFactors );
alloc $worldPosToLightVector
sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0, $worldPos mov oT2, $worldPosToLightVector
local( $distatten ); alloc $distatten ; $distatten = [ 1, 1/dist, 1/distsquared ]
; dist squared dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector
; oodist rsq $distatten.y, $distatten.z
mov $distatten.x, $cOne
local( $dist ); alloc $dist mul $dist.x, $distatten.z, $distatten.y
rcp $distatten.z, $distatten.z ; 1/distsquared
local( $endFalloffFactor ); alloc $endFalloffFactor
; ( dist - farZ ) sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w ; 1 / ( (0.6f * farZ) - farZ) mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w max $endFalloffFactor, $endFalloffFactor, $cZero min $endFalloffFactor, $endFalloffFactor, $cOne
local( $vertAtten ); alloc $vertAtten dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5 mul $vertAtten, $vertAtten, $endFalloffFactor
if( $TEETH ) { alloc $mouthAtten dp3 $mouthAtten, $worldNormal.xyz, $SHADER_SPECIFIC_CONST_10.xyz max $mouthAtten, $cZero, $mouthAtten mul $mouthAtten, $mouthAtten, $SHADER_SPECIFIC_CONST_10.w mul $vertAtten, $vertAtten, $mouthAtten free $mouthAtten }
mov oD0, $vertAtten
mov oT3.xyz, $worldNormal.xyz
free $dist free $endFalloffFactor free $worldPos free $worldNormal free $projPos free $worldPosToLightVector free $distatten free $vertAtten
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