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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1"
#include "macros.vsh"
local( $worldPos, $worldNormal, $projPos );
alloc $worldPos alloc $projPos
&SkinPosition( $worldPos );
;------------------------------------------------------------------------------ ; 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
;------------------------------------------------------------------------------ ; Normal is based on vertex position ;------------------------------------------------------------------------------ &AllocateRegister( \$worldNormal ); &AllocateRegister( \$normalDotUp );
sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_6 ; Normal = (Pos - Eye origin) dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_7 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up mul $normalDotUp, $normalDotUp, $cHalf mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_7, $worldNormal
&FreeRegister( \$normalDotUp );
; normalize the normal &Normalize( $worldNormal );
mov oPos, $projPos
;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------ &CalcFog( $worldPos, $projPos );
; base tex coords mov oT1.xy, $vTexCoord0
; spotlight texcoords dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1 dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2 dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3 dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4
local( $worldPosToLightVector, $distFactors );
alloc $worldPosToLightVector
sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0.xyz, $worldPos
local( $distatten ); alloc $distatten ; $distatten = [ 1, 1/dist, 1/distsquared ]
; dist squared dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector
; oodist rsq $distatten.y, $distatten.z
mov $distatten.x, $cOne
local( $dist ); alloc $dist mul $dist.x, $distatten.z, $distatten.y
rcp $distatten.z, $distatten.z ; 1/distsquared
local( $endFalloffFactor ); alloc $endFalloffFactor
; ( dist - farZ ) sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w ; 1 / ( (0.6f * farZ) - farZ) mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w max $endFalloffFactor, $endFalloffFactor, $cZero min $endFalloffFactor, $endFalloffFactor, $cOne
local( $vertAtten ); alloc $vertAtten dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5 mul $vertAtten, $vertAtten, $endFalloffFactor
; Normalize L &Normalize( $worldPosToLightVector );
; N.L dp3 $worldNormal, $worldNormal, $worldPosToLightVector
; Modulate distance attenuation with N.L mul oD0, $vertAtten, $worldNormal
; iris dp4 oT3.x, $SHADER_SPECIFIC_CONST_8, $worldPos dp4 oT3.y, $SHADER_SPECIFIC_CONST_9, $worldPos
free $dist free $endFalloffFactor free $worldPos free $worldNormal free $projPos free $worldPosToLightVector free $distatten free $vertAtten
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