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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1"
;------------------------------------------------------------------------------ ; Constants specified by the app ; c0 = (0, 1, 2, 0.5) ; c1 = (1/2.2, 0, 0, 0) ; c2 = camera position *in world space* ; c4-c7 = modelViewProj matrix (transpose) ; c8-c11 = ViewProj matrix (transpose) ; c12-c15 = model->view matrix (transpose) ; c16 = [fogStart, fogEnd, fogRange, undefined] ; ; Vertex components (as specified in the vertex DECL) ; $vPos = Position ; $vTexCoord0.xy = TexCoord0 ;------------------------------------------------------------------------------
#include "macros.vsh"
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$worldPos ); &AllocateRegister( \$worldNormal ); &SkinPositionAndNormal( $worldPos, $worldNormal );
;------------------------------------------------------------------------------ ; Transform the position from world to proj 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( \$worldPos );
;------------------------------------------------------------------------------ ; Transform the normal from world to proj space ;------------------------------------------------------------------------------
&AllocateRegister( \$projNormal );
; only do X and Y since that's all we care about dp3 $projNormal.x, $worldNormal, $cViewProj0 dp3 $projNormal.y, $worldNormal, $cViewProj1
&FreeRegister( \$worldNormal );
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------
; NOTE: projPos isn't projPos after this point. :)
; divide by z rcp $projPos.w, $projPos.w mul $projPos.xy, $projPos.w, $projPos.xy
; map from -1..1 to 0..1 mad $projPos.xy, $projPos.xy, $cHalf, $cHalf
; tweak with the texcoords based on the normal and $refractionamount mad $projPos.xy, $projNormal.xy, -$SHADER_SPECIFIC_CONST_4.xy, $projPos.xy ; FIXME
; invert y add $projPos.y, $cOne, -$projPos.y
; hack scale for nvidia (Power of two texcoords are screwed.) mul oT0.xy, $projPos.xy, $SHADER_SPECIFIC_CONST_5.xy
&FreeRegister( \$projPos ); &FreeRegister( \$projNormal );
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