|
|
vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1"
;------------------------------------------------------------------------------ ; Shader specific constant: ; $SHADER_SPECIFIC_CONST_5 = [sOffset, tOffset, 0, 0] ;------------------------------------------------------------------------------
#include "macros.vsh"
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos ); &AllocateRegister( \$worldNormal ); &AllocateRegister( \$worldTangentS ); &AllocateRegister( \$worldTangentT );
&SkinPositionNormalAndTangentSpace( $worldPos, $worldNormal, $worldTangentS, $worldTangentT );
;------------------------------------------------------------------------------ ; Transform the position from world to proj space ;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
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 );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------ ; Lighting ;------------------------------------------------------------------------------
; Transform tangent space basis vectors to env map space (world space) ; This will produce a set of vectors mapping from tangent space to env space ; We'll use this to transform normals from the normal map from tangent space ; to environment map space. ; NOTE: use dp3 here since the basis vectors are vectors, not points
; svect mov oT1.x, $worldTangentS.x mov oT2.x, $worldTangentS.y mov oT3.x, $worldTangentS.z &FreeRegister( \$worldTangentS );
; tvect mov oT1.y, $worldTangentT.x mov oT2.y, $worldTangentT.y mov oT3.y, $worldTangentT.z &FreeRegister( \$worldTangentT );
; normal mov oT1.z, $worldNormal.x mov oT2.z, $worldNormal.y mov oT3.z, $worldNormal.z &FreeRegister( \$worldNormal );
; Compute the vector from vertex to camera &AllocateRegister( \$eyeVector ); sub $eyeVector.xyz, $cEyePos, $worldPos
&FreeRegister( \$worldPos );
; Move it into the w component of the texture coords, as the wacky ; pixel shader wants it there. mov oT1.w, $eyeVector.x mov oT2.w, $eyeVector.y mov oT3.w, $eyeVector.z
&FreeRegister( \$eyeVector );
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
|