|
|
vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1"
;------------------------------------------------------------------------------ ; Constants specified by the app ; c0 = (0, 1, 2, 0.5) ; c1 = (1/2.2, 0, 0, 0) ; c2 = camera position *in world space* ; c4-c7 = modelViewProj matrix (transpose) ; c8-c11 = ViewProj matrix (transpose) ; c12-c15 = model->view matrix (transpose) ; c16 = [fogStart, fogEnd, fogRange, undefined] ; ; Vertex components (as specified in the vertex DECL) ; $vPos = Position ; $vTexCoord0.xy = TexCoord0 ;------------------------------------------------------------------------------
#include "macros.vsh"
; Vertex components ; $vPos = Position ; $vNormal = normal ; $vTexCoord0.xy = TexCoord0 ; $vTangentS = S axis of Texture space ; $vTangentT = T axis of Texture space
;------------------------------------------------------------------------------ ; Transform the position from world to view space ;------------------------------------------------------------------------------
alloc $worldPos alloc $worldNormal alloc $worldTangentS alloc $worldTangentT
&SkinPositionNormalAndTangentSpace( $worldPos, $worldNormal, $worldTangentS, $worldTangentT );
alloc $projPos
; Transform position from world to projection space dp4 $projPos.x, $worldPos, $cViewProj0 dp4 $projPos.y, $worldPos, $cViewProj1 dp4 $projPos.z, $worldPos, $cViewProj2 dp4 $projPos.w, $worldPos, $cViewProj3
&CalcFog( $worldPos, $projPos );
alloc $worldEyeVect
; Get the eye vector in world space add $worldEyeVect.xyz, -$worldPos, $cEyePos
alloc $tangentEyeVect ; transform the eye vector to tangent space dp3 oT3.x, $worldEyeVect, $worldTangentS dp3 oT3.y, $worldEyeVect, $worldTangentT dp3 oT3.z, $worldEyeVect, $worldNormal
alloc $bumpTexCoord
dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 ; dudv map mov oT0.xy, $bumpTexCoord
; refract tint + alpha channel mov oT2.xy, $bumpTexCoord mov oT3.xy, $bumpTexCoord
free $bumpTexCoord
mov oPos, $projPos
; special case perspective correct texture projection so that the texture fits exactly on the screen
; flip Y by multiplying by -1 mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w
; transform from [-w,w] to [0,2*w] ; The reason this is w is because we are in perspective space/homogenous clip space. add $projPos.xy, $projPos.xy, $projPos.w
; transform from [0,2*w] to [0,w] ; We'll end up dividing by w in the pixel shader to get to [0,1] mul $projPos.xy, $projPos.xy, $cHalf
mov oT1.xy, $projPos.xy
; emit w to both z and w in case the driver screws up and divides by z mov oT1.z, $projPos.w mov oT1.w, $projPos.w
free $projPos free $worldPos free $worldEyeVect free $tangentEyeVect free $w free $worldNormal free $worldTangentS free $worldTangentT
|