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vs.1.1
#include "macros.vsh"
# DYNAMIC: "DOWATERFOG" "0..1"
;------------------------------------------------------------------------------ ; The cable equation is: ; [L dot N] * C * T ; ; where: ; C = directional light color ; T = baseTexture ; N = particle normal (stored in the normal map) ; L = directional light direction ; ; $SHADER_SPECIFIC_CONST_0 = Directional light direction ;------------------------------------------------------------------------------
;------------------------------------------------------------------------------ ; Transform position from object to projection space ;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------
alloc $worldPos if( $DOWATERFOG == 1 ) { ; Get the worldpos z component only since that's all we need for height fog dp4 $worldPos.z, $vPos, $cModel2 } &CalcFog( $worldPos, $projPos ); free $worldPos
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------ ; Setup the tangent space ;------------------------------------------------------------------------------
&AllocateRegister( \$tmp1 ); &AllocateRegister( \$tmp2 ); &AllocateRegister( \$tmp3 ); &AllocateRegister( \$r );
; Get S crossed with T (call it R) mov $tmp1, $vTangentS mov $tmp2, $vTangentT
mul $tmp3, $vTangentS.yzxw, $tmp2.zxyw mad $r, -$vTangentS.zxyw, $tmp2.yzxw, $tmp3
&FreeRegister( \$tmp2 ); &FreeRegister( \$tmp3 );
&AllocateRegister( \$s );
; Normalize S (into $s) dp3 $s.w, $vTangentS, $vTangentS rsq $s.w, $s.w mul $s.xyz, $vTangentS, $s.w
; Normalize R (into $r) dp3 $r.w, $r, $r rsq $r.w, $r.w mul $r.xyz, $r, $r.w
&AllocateRegister( \$t );
; Regenerate T (into $t) mul $t, $r.yzxw, $tmp1.zxyw mad $t, -$r.zxyw, $tmp1.yzxw, $t
&FreeRegister( \$tmp1 );
;------------------------------------------------------------------------------ ; Transform the light direction (into oD1) ;------------------------------------------------------------------------------
&AllocateRegister( \$lightDirection );
dp3 $lightDirection.x, $s, $SHADER_SPECIFIC_CONST_0 dp3 $lightDirection.y, $t, $SHADER_SPECIFIC_CONST_0 dp3 $lightDirection.z, $r, $SHADER_SPECIFIC_CONST_0
&FreeRegister( \$r ); &FreeRegister( \$s ); &FreeRegister( \$t );
; Scale into 0-1 range (we're assuming light direction was normalized prior to here) add oT2, $lightDirection, $cHalf ; + 0.5 &FreeRegister( \$lightDirection );
;------------------------------------------------------------------------------ ; Copy texcoords for the normal map and base texture ;------------------------------------------------------------------------------
mov oT0, $vTexCoord0 mov oT1, $vTexCoord1
; Pass the dirlight color through mov oD0.xyzw, $vColor
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