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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
local( $worldPos, $worldNormal, $projPos, $reflectionVector );
alloc $projPos
dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3 mov oPos, $projPos
alloc $worldPos alloc $worldNormal
dp4 $worldPos.x, $vPos, $cModel0 dp4 $worldPos.y, $vPos, $cModel1 dp4 $worldPos.z, $vPos, $cModel2
dp3 $worldNormal.x, $vNormal, $cModel0 dp3 $worldNormal.y, $vNormal, $cModel1 dp3 $worldNormal.z, $vNormal, $cModel2 &CalcFog( $worldPos, $projPos );
free $projPos
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ ; base texcoords alloc $texcoord mul $texcoord.xyz, $worldPos, $SHADER_SPECIFIC_CONST_0
mov oT0.xy, $texcoord.zy; mov oT1.xy, $texcoord.xz; mov oT2.xy, $texcoord.xy;
free $texcoord
; lightmap texcoords mov oT3, $vTexCoord1
mul oD0.rgb, $worldNormal, $worldNormal
; Now the basetexture/basetexture2 blend uses vertex color, so send it into the psh. mov oD0.a, $vColor
free $worldPos free $worldNormal
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