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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
; Transform position from object to world dp4 $worldPos.x, $vPos, $cModel0 dp4 $worldPos.y, $vPos, $cModel1 dp4 $worldPos.z, $vPos, $cModel2
&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 ;------------------------------------------------------------------------------ &CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------ ; Lighting ;------------------------------------------------------------------------------
; Transform tangent space basis vectors to env map space (world space) ; This will produce a set of vectors mapping from tangent space to env space ; We'll use this to transform normals from the normal map from tangent space ; to environment map space. ; NOTE: use dp3 here since the basis vectors are vectors, not points
dp3 oT1.x, $vTangentS, $cModel0 dp3 oT2.x, $vTangentS, $cModel1 dp3 oT3.x, $vTangentS, $cModel2
dp3 oT1.y, $vTangentT, $cModel0 dp3 oT2.y, $vTangentT, $cModel1 dp3 oT3.y, $vTangentT, $cModel2
dp3 oT1.z, $vNormal, $cModel0 dp3 oT2.z, $vNormal, $cModel1 dp3 oT3.z, $vNormal, $cModel2 ; Compute the vector from vertex to camera &AllocateRegister( \$worldEyeVect ); sub $worldEyeVect.xyz, $cEyePos, $worldPos &FreeRegister( \$worldPos );
; Move it into the w component of the texture coords, as the wacky ; pixel shader wants it there. mov oT1.w, $worldEyeVect.x mov oT2.w, $worldEyeVect.y mov oT3.w, $worldEyeVect.z
&AllocateRegister( \$tangentEyeVect );
; transform the eye vector to tangent space dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal
&Normalize( $tangentEyeVect ); mov oD0.xyz, $tangentEyeVect
&FreeRegister( \$tangentEyeVect );
; Get the magnitude of worldEyeVect dp3 $worldEyeVect.w, $worldEyeVect, $worldEyeVect rsq $worldEyeVect.w, $worldEyeVect.w rcp $worldEyeVect.w, $worldEyeVect.w
; calculate the cheap water blend factor and stick it into oD0.a ; NOTE: This won't be perspective correct!!!!! ; OPTIMIZE: This could turn into a mad. add $worldEyeVect.w, $worldEyeVect.w, -$SHADER_SPECIFIC_CONST_2.x mul oD0.w, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_2.y
&FreeRegister( \$worldEyeVect );
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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