diff options
Diffstat (limited to 'materialsystem/stdshaders/Refract_model_vs11.vsh')
| -rw-r--r-- | materialsystem/stdshaders/Refract_model_vs11.vsh | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/Refract_model_vs11.vsh b/materialsystem/stdshaders/Refract_model_vs11.vsh new file mode 100644 index 0000000..a6eea2b --- /dev/null +++ b/materialsystem/stdshaders/Refract_model_vs11.vsh @@ -0,0 +1,105 @@ +vs.1.1 + +# DYNAMIC: "DOWATERFOG" "0..1" +# DYNAMIC: "SKINNING" "0..1" + +;------------------------------------------------------------------------------ +; Constants specified by the app +; c0 = (0, 1, 2, 0.5) +; c1 = (1/2.2, 0, 0, 0) +; c2 = camera position *in world space* +; c4-c7 = modelViewProj matrix (transpose) +; c8-c11 = ViewProj matrix (transpose) +; c12-c15 = model->view matrix (transpose) +; c16 = [fogStart, fogEnd, fogRange, undefined] +; +; Vertex components (as specified in the vertex DECL) +; $vPos = Position +; $vTexCoord0.xy = TexCoord0 +;------------------------------------------------------------------------------ + +#include "macros.vsh" + +; Vertex components +; $vPos = Position +; $vNormal = normal +; $vTexCoord0.xy = TexCoord0 +; $vTangentS = S axis of Texture space +; $vTangentT = T axis of Texture space + +;------------------------------------------------------------------------------ +; Transform the position from world to view space +;------------------------------------------------------------------------------ + +alloc $worldPos +alloc $worldNormal +alloc $worldTangentS +alloc $worldTangentT + +&SkinPositionNormalAndTangentSpace( $worldPos, $worldNormal, + $worldTangentS, $worldTangentT ); + +alloc $projPos + +; Transform position from world to projection space +dp4 $projPos.x, $worldPos, $cViewProj0 +dp4 $projPos.y, $worldPos, $cViewProj1 +dp4 $projPos.z, $worldPos, $cViewProj2 +dp4 $projPos.w, $worldPos, $cViewProj3 + +&CalcFog( $worldPos, $projPos ); + +alloc $worldEyeVect + +; Get the eye vector in world space +add $worldEyeVect.xyz, -$worldPos, $cEyePos + +alloc $tangentEyeVect +; transform the eye vector to tangent space +dp3 oT3.x, $worldEyeVect, $worldTangentS +dp3 oT3.y, $worldEyeVect, $worldTangentT +dp3 oT3.z, $worldEyeVect, $worldNormal + +alloc $bumpTexCoord + +dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 +dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 + +; dudv map +mov oT0.xy, $bumpTexCoord + +; refract tint + alpha channel +mov oT2.xy, $bumpTexCoord +mov oT3.xy, $bumpTexCoord + +free $bumpTexCoord + +mov oPos, $projPos + +; special case perspective correct texture projection so that the texture fits exactly on the screen + +; flip Y by multiplying by -1 +mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w + +; transform from [-w,w] to [0,2*w] +; The reason this is w is because we are in perspective space/homogenous clip space. +add $projPos.xy, $projPos.xy, $projPos.w + +; transform from [0,2*w] to [0,w] +; We'll end up dividing by w in the pixel shader to get to [0,1] +mul $projPos.xy, $projPos.xy, $cHalf + +mov oT1.xy, $projPos.xy + +; emit w to both z and w in case the driver screws up and divides by z +mov oT1.z, $projPos.w +mov oT1.w, $projPos.w + +free $projPos +free $worldPos +free $worldEyeVect +free $tangentEyeVect +free $w +free $worldNormal +free $worldTangentS +free $worldTangentT |