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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/vortwarp_vs11.vsh
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/vortwarp_vs11.vsh')
-rw-r--r--materialsystem/stdshaders/vortwarp_vs11.vsh85
1 files changed, 85 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/vortwarp_vs11.vsh b/materialsystem/stdshaders/vortwarp_vs11.vsh
new file mode 100644
index 0000000..e5bb7ca
--- /dev/null
+++ b/materialsystem/stdshaders/vortwarp_vs11.vsh
@@ -0,0 +1,85 @@
+# STATIC: "UNLIT" "0..1"
+# STATIC: "HALF_LAMBERT" "0..1"
+# DYNAMIC: "LIGHT_COMBO" "0..21"
+# DYNAMIC: "SKINNING" "0..1"
+
+vs.1.1
+#include "macros.vsh"
+
+$WARPPARAM = $SHADER_SPECIFIC_CONST_2;
+$ENTITY_ORIGIN = $SHADER_SPECIFIC_CONST_3;
+
+;------------------------------------------------------------------------------
+; Vertex blending
+;------------------------------------------------------------------------------
+&AllocateRegister( \$worldPos );
+&AllocateRegister( \$worldNormal );
+&AllocateRegister( \$projPos );
+
+&SkinPositionAndNormal( $worldPos, $worldNormal );
+
+alloc $tmp
+sub $tmp.xyz, $worldPos, $ENTITY_ORIGIN
+mul $tmp.xy, $tmp, $WARPPARAM
+add $worldPos.xyz, $tmp, $ENTITY_ORIGIN
+free $tmp
+
+if( $SKINNING == 1 )
+{
+ &Normalize( $worldNormal );
+}
+
+;------------------------------------------------------------------------------
+; Transform the position from world to view space
+;------------------------------------------------------------------------------
+dp4 $projPos.x, $worldPos, $cViewProj0
+dp4 $projPos.y, $worldPos, $cViewProj1
+dp4 $projPos.z, $worldPos, $cViewProj2
+dp4 $projPos.w, $worldPos, $cViewProj3
+
+mov oPos, $projPos
+
+;------------------------------------------------------------------------------
+; Fog - don't bother with water fog for intro effects
+;------------------------------------------------------------------------------
+&DepthFog( $projPos, "oFog" );
+&FreeRegister( \$projPos );
+
+;------------------------------------------------------------------------------
+; Lighting
+;------------------------------------------------------------------------------
+if( $UNLIT )
+{
+ mov oD0, $cHalf
+}
+else
+{
+ &DoLighting( $worldPos, $worldNormal );
+}
+
+if( !$envmap )
+{
+ &FreeRegister( \$worldNormal );
+}
+
+;------------------------------------------------------------------------------
+; Texture coordinates
+;------------------------------------------------------------------------------
+
+dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
+dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
+
+alloc $tmp2
+
+dp4 $tmp2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
+dp4 $tmp2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
+
+add oT1.xy, $tmp2, $SHADER_SPECIFIC_CONST_4
+
+free $tmp2
+
+; YUCK! This is to make texcoords continuous for mat_softwaretl
+mov oT2, $cZero
+
+&FreeRegister( \$worldPos );
+