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-rw-r--r--materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_vs11.vsh61
1 files changed, 61 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_vs11.vsh b/materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_vs11.vsh
new file mode 100644
index 0000000..2d3e7fa
--- /dev/null
+++ b/materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_vs11.vsh
@@ -0,0 +1,61 @@
+# DYNAMIC: "SKINNING" "0..1"
+
+vs.1.1
+#include "macros.vsh"
+
+;------------------------------------------------------------------------------
+; Vertex blending
+;------------------------------------------------------------------------------
+&AllocateRegister( \$worldPos );
+&AllocateRegister( \$worldNormal );
+&AllocateRegister( \$projPos );
+
+&SkinPositionAndNormal( $worldPos, $worldNormal );
+
+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
+;------------------------------------------------------------------------------
+mov oD0, $cHalf
+
+;------------------------------------------------------------------------------
+; 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 );
+&FreeRegister( \$worldNormal );