diff options
Diffstat (limited to 'materialsystem/stdshaders/predator.vsh')
| -rw-r--r-- | materialsystem/stdshaders/predator.vsh | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/predator.vsh b/materialsystem/stdshaders/predator.vsh new file mode 100644 index 0000000..3f71fd3 --- /dev/null +++ b/materialsystem/stdshaders/predator.vsh @@ -0,0 +1,86 @@ +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 blending +;------------------------------------------------------------------------------ +&AllocateRegister( \$worldPos ); +&AllocateRegister( \$worldNormal ); +&SkinPositionAndNormal( $worldPos, $worldNormal ); + +;------------------------------------------------------------------------------ +; Transform the position from world to proj space +;------------------------------------------------------------------------------ + +&AllocateRegister( \$projPos ); + +dp4 $projPos.x, $worldPos, $cViewProj0 +dp4 $projPos.y, $worldPos, $cViewProj1 +dp4 $projPos.z, $worldPos, $cViewProj2 +dp4 $projPos.w, $worldPos, $cViewProj3 +mov oPos, $projPos + + +;------------------------------------------------------------------------------ +; Fog +;------------------------------------------------------------------------------ + +&CalcFog( $worldPos, $projPos ); + +&FreeRegister( \$worldPos ); + +;------------------------------------------------------------------------------ +; Transform the normal from world to proj space +;------------------------------------------------------------------------------ + +&AllocateRegister( \$projNormal ); + +; only do X and Y since that's all we care about +dp3 $projNormal.x, $worldNormal, $cViewProj0 +dp3 $projNormal.y, $worldNormal, $cViewProj1 + +&FreeRegister( \$worldNormal ); + +;------------------------------------------------------------------------------ +; Texture coordinates +;------------------------------------------------------------------------------ + +; NOTE: projPos isn't projPos after this point. :) + +; divide by z +rcp $projPos.w, $projPos.w +mul $projPos.xy, $projPos.w, $projPos.xy + +; map from -1..1 to 0..1 +mad $projPos.xy, $projPos.xy, $cHalf, $cHalf + +; tweak with the texcoords based on the normal and $refractionamount +mad $projPos.xy, $projNormal.xy, -$SHADER_SPECIFIC_CONST_4.xy, $projPos.xy ; FIXME + +; invert y +add $projPos.y, $cOne, -$projPos.y + +; hack scale for nvidia (Power of two texcoords are screwed.) +mul oT0.xy, $projPos.xy, $SHADER_SPECIFIC_CONST_5.xy + +&FreeRegister( \$projPos ); +&FreeRegister( \$projNormal ); |