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-rw-r--r--materialsystem/stdshaders/predator.vsh86
1 files changed, 86 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/predator.vsh b/materialsystem/stdshaders/predator.vsh
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+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 );