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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/ParticleSphere.vsh
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/ParticleSphere.vsh')
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+vs.1.1
+
+# DYNAMIC: "DOWATERFOG" "0..1"
+
+#include "macros.vsh"
+
+$cQuarter = "c91.x";
+
+;------------------------------------------------------------------------------
+; Constants specified by the app
+; c0 = (0, 1, 2, 0.5)
+; c1 = (1/2.2, 0, 0, 0)
+; 2 = camera position *in world space*
+; c4-c7 = modelViewProj matrix (transpose)
+; c8-c11 = ViewProj matrix (transpose)
+; c12-c15 = model->world matrix (transpose)
+; c16 = [fogStart, fogEnd, fogRange, undefined]
+; c17-c20 = model->view matrix (transpose)
+;
+; The ParticleSphere lighting equation is:
+; A + [N dot ||L - P||] * C * r / |L - P|^2
+;
+; where:
+; A = ambient light color
+; N = particle normal (stored in the texture)
+; L = directional light position
+; P = point on surface
+; C = directional light color
+; r = directional light intensity
+;
+; This shader just does the |L - P| part and the pixel shader does the rest.
+;
+; Vertex components
+; $vPos = Position
+; $vSpecular = Directional light color
+; $vColor = Ambient color (and alpha)
+; $vTexCoord0 = Texture coordinates for normal map
+; $vTexCoord0.z = Index into the light list for light info
+
+
+
+;------------------------------------------------------------------------------
+; Constant registers
+;------------------------------------------------------------------------------
+
+;------------------------------------------------------------------------------
+; Vertex blending
+;------------------------------------------------------------------------------
+
+&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
+
+;------------------------------------------------------------------------------
+; 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 to index our directional light.
+;------------------------------------------------------------------------------
+mov a0.x, $vTexCoord0.z
+
+
+;------------------------------------------------------------------------------
+; Copy texcoords for the normal map texture
+;------------------------------------------------------------------------------
+
+mov oT0, $vTexCoord0
+mov oT2.xyz, $vColor
+
+; FIXME : the rest of this needs to use AllocateRegister
+
+;------------------------------------------------------------------------------
+; Generate a tangent space and rotate L.
+; This can be thought of as rotating the normal map to face the viewer.
+;
+; This is useful when a particle is way off to the side of the screen.
+; You should be looking at the half-sphere with a normal pointing from the
+; particle to the viewer. Instead, you're looking at the half-sphere with
+; a normal along Z. This tangent space builder code fixes the problem.
+;
+; Note that since the model and view matrices are identity, the coordinate
+; system has X=right, Y=up, and Z=behind you (negative Z goes into the screen).
+;------------------------------------------------------------------------------
+ ; r5 (forward) = normalized P
+dp3 r1, $vPos, $vPos
+rsq r5, r1
+mul r5, r5, $vPos
+mov r5.z, -r5.z ; This basis wants Z positive going into the screen
+ ; so flip it here.
+
+ ; r1 (up) = r5 x c24
+mul r1, r5.xzyw, $SHADER_SPECIFIC_CONST_0; (This effectively does a cross product with [1,0,0,0]
+ ; You wind up with [0, r5.z, -r5.y, 1]
+dp3 r2, r1, r1
+rsq r2, r2
+mul r1, r1, r2
+
+ ; r2 (right) = r1 x r5
+mul r2, r1.yzxw, r5.zxyw
+mad r2, -r1.zxyw, r5.yzxw, r2
+
+sub r3, c[45 + a0.x], $vPos ; r3 = L - P
+
+; transposed matrix mul
+mul r0, r2, r3.xxxx ; x * right
+mad r0, r1, r3.yyyy, r0 ; + y * up
+mad r0, r5, r3.zzzz, r0 ; + z * forward
+
+
+;------------------------------------------------------------------------------
+; Put ||L - P|| into t1
+;------------------------------------------------------------------------------
+dp3 r2, r0, r0 ; r2 = Length(L - P)^2
+rsq r3, r2 ; r3 = 1 / Length(L - P)
+mul r8, r0, r3 ; r8 = Normalize(L - P)
+mul r9, r8, $cQuarter ; r9 = Normalize(L - P) * 0.25
+add oT1, r9, c0.w ; oT1 = Normalize(L - P) * 0.25 + 0.5
+
+
+;------------------------------------------------------------------------------
+; Setup the diffuse light color (C * r / ||L - P||^2)
+;------------------------------------------------------------------------------
+
+mul r8, c[46 + a0.x], $vSpecular ; r8 = C * r
+rcp r7, r2 ; r7 = 1 / Length(L - P)^2
+
+; rescale the color if necessary
+mul r8, r8, r7 ; r8 = C * r / Length(L - P)^2
+
+; We're doing both parts of an if statement here, with each part scaled by 0 or 1.
+mul r9, r7, c[46 + a0.x] ; r9 = r / Length(L - P)^2
+
+; If the light intensity scales the color > 1
+ sge r10, r9.xxxx, $cOne ; r10.x = 1 if the color's max component > 1
+ rcp r6, r9.xxxx
+ mul r6, r6, r10.xxxx ; r6 = 1 / max_component or [0,0,0,0] if max_component < 1
+ mul r2, r8, r6 ; rescaled color (all zeros if no component was > 1)
+; else
+ slt r11, r9.xxxx, $cOne ; r11.x = 1 if the color's max component < 1
+ mad oD0.xyz, r8, r11, r2 ; if it was rescaled, then r8*r11 = 0
+ ; if not, then r8*r11 = the original color
+
+mov oD0.a, $vColor.a ; Pass in vertex alpha so the pixel shader can use it.
+
+