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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1"
;------------------------------------------------------------------------------ ; Constants specified by the app ; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_2 = Shadow texture matrix ; $SHADER_SPECIFIC_CONST_3 = Tex origin ; $SHADER_SPECIFIC_CONST_4 = Tex Scale ; $SHADER_SPECIFIC_CONST_5 = [Shadow falloff offset, 1/Shadow distance, Shadow scale, 0 ] ;------------------------------------------------------------------------------
#include "macros.vsh"
;------------------------------------------------------------------------------ ; Vertex blending (whacks r1-r7, positions in r7, normals in r8) ;------------------------------------------------------------------------------ &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 );
;------------------------------------------------------------------------------ ; Transform position into texture space (from 0 to 1) ;------------------------------------------------------------------------------ &AllocateRegister( \$texturePos ); dp4 $texturePos.x, $worldPos, $SHADER_SPECIFIC_CONST_0 dp4 $texturePos.y, $worldPos, $SHADER_SPECIFIC_CONST_1 dp4 $texturePos.z, $worldPos, $SHADER_SPECIFIC_CONST_2 &FreeRegister( \$worldPos );
;------------------------------------------------------------------------------ ; Figure out the shadow fade amount ;------------------------------------------------------------------------------ &AllocateRegister( \$shadowFade ); sub $shadowFade, $texturePos.z, $SHADER_SPECIFIC_CONST_5.x mul $shadowFade, $shadowFade, $SHADER_SPECIFIC_CONST_5.y ;------------------------------------------------------------------------------ ; Offset it into the texture ;------------------------------------------------------------------------------ &AllocateRegister( \$actualTextureCoord ); mul $actualTextureCoord.xyz, $SHADER_SPECIFIC_CONST_4, $texturePos add oT0.xyz, $actualTextureCoord, $SHADER_SPECIFIC_CONST_3 ;mov oT0.xyz, $texturePos &FreeRegister( \$actualTextureCoord );
;------------------------------------------------------------------------------ ; We're doing clipping by using texkill ;------------------------------------------------------------------------------ mov oT1.xyz, $texturePos ; also clips when shadow z < 0 ! sub oT2.xyz, $cOne, $texturePos sub oT2.z, $cOne, $shadowFade.z ; clips when shadow z > shadow distance &FreeRegister( \$texturePos );
;------------------------------------------------------------------------------ ; We're doing backface culling by using texkill also (wow yucky) ;------------------------------------------------------------------------------ ; Transform z component of normal in texture space ; If it's negative, then don't draw the pixel dp3 oT3, $worldNormal, -$SHADER_SPECIFIC_CONST_2 &FreeRegister( \$worldNormal );
;------------------------------------------------------------------------------ ; Shadow color, falloff ;------------------------------------------------------------------------------ mov oD0, $cModulationColor mul oD0.w, $shadowFade.x, $SHADER_SPECIFIC_CONST_5.z &FreeRegister( \$shadowFade );
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