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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/Cable.vsh
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/Cable.vsh')
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1 files changed, 117 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/Cable.vsh b/materialsystem/stdshaders/Cable.vsh
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+vs.1.1
+
+#include "macros.vsh"
+
+# DYNAMIC: "DOWATERFOG" "0..1"
+
+;------------------------------------------------------------------------------
+; The cable equation is:
+; [L dot N] * C * T
+;
+; where:
+; C = directional light color
+; T = baseTexture
+; N = particle normal (stored in the normal map)
+; L = directional light direction
+;
+; $SHADER_SPECIFIC_CONST_0 = Directional light direction
+;------------------------------------------------------------------------------
+
+
+;------------------------------------------------------------------------------
+; Transform position from object to projection space
+;------------------------------------------------------------------------------
+
+&AllocateRegister( \$projPos );
+
+dp4 $projPos.x, $vPos, $cModelViewProj0
+dp4 $projPos.y, $vPos, $cModelViewProj1
+dp4 $projPos.z, $vPos, $cModelViewProj2
+dp4 $projPos.w, $vPos, $cModelViewProj3
+
+mov oPos, $projPos
+
+
+;------------------------------------------------------------------------------
+; Fog
+;------------------------------------------------------------------------------
+
+alloc $worldPos
+if( $DOWATERFOG == 1 )
+{
+ ; Get the worldpos z component only since that's all we need for height fog
+ dp4 $worldPos.z, $vPos, $cModel2
+}
+&CalcFog( $worldPos, $projPos );
+free $worldPos
+
+&FreeRegister( \$projPos );
+
+;------------------------------------------------------------------------------
+; Setup the tangent space
+;------------------------------------------------------------------------------
+
+&AllocateRegister( \$tmp1 );
+&AllocateRegister( \$tmp2 );
+&AllocateRegister( \$tmp3 );
+&AllocateRegister( \$r );
+
+; Get S crossed with T (call it R)
+mov $tmp1, $vTangentS
+mov $tmp2, $vTangentT
+
+mul $tmp3, $vTangentS.yzxw, $tmp2.zxyw
+mad $r, -$vTangentS.zxyw, $tmp2.yzxw, $tmp3
+
+&FreeRegister( \$tmp2 );
+&FreeRegister( \$tmp3 );
+
+&AllocateRegister( \$s );
+
+; Normalize S (into $s)
+dp3 $s.w, $vTangentS, $vTangentS
+rsq $s.w, $s.w
+mul $s.xyz, $vTangentS, $s.w
+
+; Normalize R (into $r)
+dp3 $r.w, $r, $r
+rsq $r.w, $r.w
+mul $r.xyz, $r, $r.w
+
+&AllocateRegister( \$t );
+
+; Regenerate T (into $t)
+mul $t, $r.yzxw, $tmp1.zxyw
+mad $t, -$r.zxyw, $tmp1.yzxw, $t
+
+&FreeRegister( \$tmp1 );
+
+;------------------------------------------------------------------------------
+; Transform the light direction (into oD1)
+;------------------------------------------------------------------------------
+
+&AllocateRegister( \$lightDirection );
+
+dp3 $lightDirection.x, $s, $SHADER_SPECIFIC_CONST_0
+dp3 $lightDirection.y, $t, $SHADER_SPECIFIC_CONST_0
+dp3 $lightDirection.z, $r, $SHADER_SPECIFIC_CONST_0
+
+&FreeRegister( \$r );
+&FreeRegister( \$s );
+&FreeRegister( \$t );
+
+; Scale into 0-1 range (we're assuming light direction was normalized prior to here)
+add oT2, $lightDirection, $cHalf ; + 0.5
+&FreeRegister( \$lightDirection );
+
+;------------------------------------------------------------------------------
+; Copy texcoords for the normal map and base texture
+;------------------------------------------------------------------------------
+
+mov oT0, $vTexCoord0
+mov oT1, $vTexCoord1
+
+; Pass the dirlight color through
+mov oD0.xyzw, $vColor
+
+