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#include "macros.vsh"
;------------------------------------------------------------------------------ ; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform + envmap mask transform ; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Detail texture transform ;------------------------------------------------------------------------------
sub ShatteredGlass { local( $detail ) = shift; local( $envmap ) = shift; local( $envmapcameraspace ) = shift; local( $envmapsphere ) = shift; local( $vertexcolor ) = shift;
local( $worldPos, $worldNormal, $projPos, $reflectionVector );
&AllocateRegister( \$projPos );
dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3 mov oPos, $projPos
&AllocateRegister( \$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 ); &FreeRegister( \$projPos );
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ ; base texcoords dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
; lightmap texcoords mov oT1, $vTexCoord1
if( $envmap ) { &AllocateRegister( \$worldNormal );
; Transform the position + normal to world space dp4 $worldPos.x, $vPos, $cModel0 dp4 $worldPos.y, $vPos, $cModel1 if( $DOWATERFOG == 0 ) { dp4 $worldPos.z, $vPos, $cModel2 }
dp3 $worldNormal.x, $vNormal, $cModel0 dp3 $worldNormal.y, $vNormal, $cModel1 dp3 $worldNormal.z, $vNormal, $cModel2
if( $envmapcameraspace ) { &AllocateRegister( \$reflectionVector ); &ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector ); ; transform reflection vector into view space dp3 oT2.x, $reflectionVector, $cViewModel0 dp3 oT2.y, $reflectionVector, $cViewModel1 dp3 oT2.z, $reflectionVector, $cViewModel2 &FreeRegister( \$reflectionVector ); } elsif( $envmapsphere ) { &AllocateRegister( \$reflectionVector ); &ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector ); &ComputeSphereMapTexCoords( $reflectionVector, "oT2" ); &FreeRegister( \$reflectionVector ); } else { &ComputeReflectionVector( $worldPos, $worldNormal, "oT2" ); }
&FreeRegister( \$worldNormal ); }
&FreeRegister( \$worldPos );
if( $detail ) { dp4 oT3.x, $vTexCoord2, $SHADER_SPECIFIC_CONST_2 dp4 oT3.y, $vTexCoord2, $SHADER_SPECIFIC_CONST_3 }
if( $vertexcolor ) { ; Modulation color mul oD0, $vColor, $cModulationColor } else { ; Modulation color mov oD0, $cModulationColor } }
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