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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------
alloc $projPos
; Transform position from object to projection space ; put in r1 now since we need it for fog. dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
alloc $worldPos if( $DOWATERFOG == 1 ) { ; Get the worldpos z component only since that's all we need for height fog dp4 $worldPos.z, $vPos, $cModel2 } &CalcFog( $worldPos, $projPos ); free $worldPos
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------
; Compute the texture coordinates given the offset between ; each bumped lightmap
&AllocateRegister( \$bumpOffset );
mov $bumpOffset.xy, $vTexCoord2 mov oT0, $vTexCoord0 ; bumpmap texcoords add oT1.xy, $bumpOffset, $vTexCoord1 ; first lightmap texcoord mad oT2.xy, $bumpOffset, $cTwo, $vTexCoord1 ; second lightmap texcoord ; make a 3 alloc $three add $three, $cOne, $cTwo mad oT3.xy, $bumpOffset, $three, $vTexCoord1 ; third lightmap texcoord free $three
&FreeRegister( \$bumpOffset );
;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------
free $projPos
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