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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
;------------------------------------------------------------------------------ ; Shader specific constant: ; $SHADER_SPECIFIC_CONST_4, $SHADER_SPECIFIC_CONST_5 = normal map transform ;------------------------------------------------------------------------------
#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
;------------------------------------------------------------------------------ ; 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 &AllocateRegister( \$worldToEye );
; Compute the vector from vertex to camera sub $worldToEye.xyz, $cEyePos, $worldPos
;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$worldPos );
; Move it into the w component of the texture coords, as the wacky ; pixel shader wants it there. mov oT1.w, $worldToEye.x mov oT2.w, $worldToEye.y mov oT3.w, $worldToEye.z
&FreeRegister( \$worldToEye );
;------------------------------------------------------------------------------ ; Texture coordinates (normal map) ;------------------------------------------------------------------------------ dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
&FreeRegister( \$projPos );
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