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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------
$cView0 = $SHADER_SPECIFIC_CONST_0; $cView1 = $SHADER_SPECIFIC_CONST_1; $cView2 = $SHADER_SPECIFIC_CONST_2;
&AllocateRegister( \$worldPos ); &AllocateRegister( \$worldNormal ); &SkinPositionAndNormal( $worldPos, $worldNormal );
;------------------------------------------------------------------------------ ; Transform the position from world to view 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 );
&AllocateRegister( \$viewNormal );
; Transform the normal from object to view space dp3 $viewNormal.x, $worldNormal, $cView0 dp3 $viewNormal.y, $worldNormal, $cView1 dp3 $viewNormal.z, $worldNormal, $cView2
&FreeRegister( \$worldNormal ); ; normalize normal (do we need to do this?) &Normalize( $viewNormal );
&AllocateRegister( \$viewPos );
; Transform position from object to view space dp4 $viewPos.x, $worldPos, $cView0 dp4 $viewPos.y, $worldPos, $cView1 dp4 $viewPos.z, $worldPos, $cView2
&FreeRegister( \$worldPos ); &AllocateRegister( \$vertToEye );
; vector from point to eye in view space mov $vertToEye.xyz, -$viewPos
&FreeRegister( \$viewPos );
; normalize &Normalize( $vertToEye );
dp3 $viewNormal.x, $vertToEye, $viewNormal add $viewNormal.x, $viewNormal.x, $SHADER_SPECIFIC_CONST_5 ; FIXME
&FreeRegister( \$vertToEye );
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------
mov oT0, $viewNormal mov oT1, $vTexCoord0
&FreeRegister( \$viewNormal );
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