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# STATIC: "UNLIT" "0..1" # STATIC: "HALF_LAMBERT" "0..1" # DYNAMIC: "LIGHT_COMBO" "0..21" # DYNAMIC: "SKINNING" "0..1"
vs.1.1 #include "macros.vsh"
$WARPPARAM = $SHADER_SPECIFIC_CONST_2; $ENTITY_ORIGIN = $SHADER_SPECIFIC_CONST_3;
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$worldPos ); &AllocateRegister( \$worldNormal ); &AllocateRegister( \$projPos );
&SkinPositionAndNormal( $worldPos, $worldNormal );
alloc $tmp sub $tmp.xyz, $worldPos, $ENTITY_ORIGIN mul $tmp.xy, $tmp, $WARPPARAM add $worldPos.xyz, $tmp, $ENTITY_ORIGIN free $tmp
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 - don't bother with water fog for intro effects ;------------------------------------------------------------------------------ &DepthFog( $projPos, "oFog" ); &FreeRegister( \$projPos );
;------------------------------------------------------------------------------ ; Lighting ;------------------------------------------------------------------------------ if( $UNLIT ) { mov oD0, $cHalf } else { &DoLighting( $worldPos, $worldNormal ); }
if( !$envmap ) { &FreeRegister( \$worldNormal ); }
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
alloc $tmp2
dp4 $tmp2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 $tmp2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
add oT1.xy, $tmp2, $SHADER_SPECIFIC_CONST_4
free $tmp2
; YUCK! This is to make texcoords continuous for mat_softwaretl mov oT2, $cZero
&FreeRegister( \$worldPos );
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