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-rw-r--r--materialsystem/stdshaders/flesh_interior_blended_pass_dx8_vs11.vsh114
1 files changed, 114 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_dx8_vs11.vsh b/materialsystem/stdshaders/flesh_interior_blended_pass_dx8_vs11.vsh
new file mode 100644
index 0000000..53b6d87
--- /dev/null
+++ b/materialsystem/stdshaders/flesh_interior_blended_pass_dx8_vs11.vsh
@@ -0,0 +1,114 @@
+# 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 );
+
+;------------------------------------------------------------------------------
+; Flesh area
+;------------------------------------------------------------------------------
+; // Store the closest effect intensity
+; o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance
+; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius1.xyz ) * g_vEffectCenterOoRadius1.w );
+; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius2.xyz ) * g_vEffectCenterOoRadius2.w );
+; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius3.xyz ) * g_vEffectCenterOoRadius3.w );
+; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius4.xyz ) * g_vEffectCenterOoRadius4.w );
+
+alloc $tmp1
+alloc $flEffect
+
+mov $flEffect, $cTwo
+mad $flEffect, $flEffect, $cTwo, $cTwo
+
+sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_1
+dp3 $tmp1.w, $tmp1, $tmp1
+rsq $tmp1.w, $tmp1.w
+rcp $tmp1.w, $tmp1.w
+mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_1.w
+min $flEffect, $flEffect, $tmp1.w
+
+sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_2
+dp3 $tmp1.w, $tmp1, $tmp1
+rsq $tmp1.w, $tmp1.w
+rcp $tmp1.w, $tmp1.w
+mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_2.w
+min $flEffect, $flEffect, $tmp1.w
+
+sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_3
+dp3 $tmp1.w, $tmp1, $tmp1
+rsq $tmp1.w, $tmp1.w
+rcp $tmp1.w, $tmp1.w
+mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_3.w
+min $flEffect, $flEffect, $tmp1.w
+
+sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_4
+dp3 $tmp1.w, $tmp1, $tmp1
+rsq $tmp1.w, $tmp1.w
+rcp $tmp1.w, $tmp1.w
+mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_4.w
+min $flEffect, $flEffect, $tmp1.w
+
+mov oD0, $flEffect
+
+; float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz );
+; o.flDistanceToEffectCenter_flFresnelEffect.y = pow( saturate( dot( -vWorldViewVector.xyz, vWorldNormal.xyz ) ), 1.5f );
+
+sub $tmp1, $worldPos, $cEyePos
+&Normalize( $tmp1 );
+dp3 $tmp1, -$tmp1, $worldNormal
+max $tmp1, $tmp1, $cZero
+mul $tmp1, $tmp1, $tmp1
+mov oD1, $tmp1
+
+free $tmp1
+free $flEffect
+
+;------------------------------------------------------------------------------
+; Texture coordinates
+;------------------------------------------------------------------------------
+
+mov oT0.xy, $vTexCoord0
+
+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 );