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#include "macros.vsh"
sub UnlitTwoTexture { local( $vertexcolor ) = shift;
local( $worldPos, $projPos );
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$worldPos ); &SkinPosition( $worldPos );
;------------------------------------------------------------------------------ ; 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( \$projPos ); &FreeRegister( \$worldPos );
;------------------------------------------------------------------------------ ; Texture coordinates (use world-space normal for envmap, tex transform for mask) ;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 if ( $g_x360 ) { ; must write xyzw to match read in pixelshader mov oT0.zw, $cZero }
dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 if ( $g_x360 ) { ; must write xyzw to match read in pixelshader mov oT1.zw, $cZero }
if( $vertexcolor ) { ; Modulation color mul oD0, $vColor, $cModulationColor } else { ; Modulation color mov oD0, $cModulationColor } }
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