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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
; Transform position from object to projection space dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------
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
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------
; Compute the texture coordinates given the offset between ; each bumped lightmap &AllocateRegister( \$offset ); mov $offset.xy, $vTexCoord2 dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 add oT1.xy, $offset, $vTexCoord1 mad oT2.xy, $offset, $cTwo, $vTexCoord1 alloc $three add $three, $cOne, $cTwo mad oT3.xy, $offset, $three, $vTexCoord1 free $three dp4 oT4.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 dp4 oT4.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 dp4 oT5.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 dp4 oT5.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
&FreeRegister( \$offset );
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