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#include "macros.vsh"
;------------------------------------------------------------------------------ ; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform ; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform ; $SHADER_SPECIFIC_CONST_4-$SHADER_SPECIFIC_CONST_5 = Detail texture transform ;------------------------------------------------------------------------------
sub UnlitGeneric { local( $detail ) = shift; local( $envmap ) = shift; local( $envmapcameraspace ) = shift; local( $envmapsphere ) = shift; local( $vertexcolor ) = shift; local( $separatedetailuvs ) = shift;
local( $worldPos, $worldNormal, $projPos, $reflectionVector );
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$worldPos ); if( $envmap ) { &AllocateRegister( \$worldNormal ); &SkinPositionAndNormal( $worldPos, $worldNormal ); } else { &SkinPosition( $worldPos ); }
;------------------------------------------------------------------------------ ; 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, $projPos ); &FreeRegister( \$projPos );
if( !$envmap ) { &FreeRegister( \$worldPos ); }
;------------------------------------------------------------------------------ ; Texture coordinates (use world-space normal for envmap, tex transform for mask) ;------------------------------------------------------------------------------ dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 if ( $g_x360 ) { ; must write xyzw to match read in pixelshader mov oT0.zw, $cZero }
if( $envmap ) { if( $envmapcameraspace ) { &AllocateRegister( \$reflectionVector ); &ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
; transform reflection vector into view space dp3 oT1.x, $reflectionVector, $cViewModel0 dp3 oT1.y, $reflectionVector, $cViewModel1 dp3 oT1.z, $reflectionVector, $cViewModel2 if ( $g_x360 ) { ; must write xyzw to match read in pixelshader mov oT1.w, $cZero }
&FreeRegister( \$reflectionVector ); } elsif( $envmapsphere ) { &AllocateRegister( \$reflectionVector ); &ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector ); &ComputeSphereMapTexCoords( $reflectionVector, "oT1" );
&FreeRegister( \$reflectionVector ); } else { &ComputeReflectionVector( $worldPos, $worldNormal, "oT1" ); }
; envmap mask dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 if ( $g_x360 ) { ; must write xyzw to match read in pixelshader mov oT2.zw, $cZero }
&FreeRegister( \$worldPos ); &FreeRegister( \$worldNormal ); }
if( $detail ) { if ( $separatedetailuvs ) { mov oT3, $vTexCoord1 } else { dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5 }
if ( $g_x360 ) { ; must write xyzw to match read in pixelshader mov oT3.zw, $cZero } }
if( $vertexcolor ) { ; Modulation color mul oD0, $vColor, $cModulationColor } else { ; Modulation color mov oD0, $cModulationColor } }
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