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| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /sp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'sp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh b/sp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh new file mode 100644 index 00000000..48c4cd57 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh @@ -0,0 +1,115 @@ +vs.1.1 + +# DYNAMIC: "DOWATERFOG" "0..1" +# DYNAMIC: "SKINNING" "0..1" + +#include "macros.vsh" + +local( $worldPos, $worldNormal, $projPos ); + +alloc $worldPos +alloc $projPos + + +&SkinPosition( $worldPos ); + +;------------------------------------------------------------------------------ +; 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 + +;------------------------------------------------------------------------------ +; Normal is based on vertex position +;------------------------------------------------------------------------------ +&AllocateRegister( \$worldNormal ); +&AllocateRegister( \$normalDotUp ); + +sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_6 ; Normal = (Pos - Eye origin) +dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_7 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up +mul $normalDotUp, $normalDotUp, $cHalf +mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_7, $worldNormal + +&FreeRegister( \$normalDotUp ); + +; normalize the normal +&Normalize( $worldNormal ); + +mov oPos, $projPos + +;------------------------------------------------------------------------------ +; Fog +;------------------------------------------------------------------------------ +&CalcFog( $worldPos, $projPos ); + +; base tex coords +mov oT1.xy, $vTexCoord0 + +; spotlight texcoords +dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1 +dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2 +dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3 +dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4 + +local( $worldPosToLightVector, $distFactors ); + +alloc $worldPosToLightVector + +sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0.xyz, $worldPos + +local( $distatten ); +alloc $distatten +; $distatten = [ 1, 1/dist, 1/distsquared ] + +; dist squared +dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector + +; oodist +rsq $distatten.y, $distatten.z + +mov $distatten.x, $cOne + +local( $dist ); +alloc $dist +mul $dist.x, $distatten.z, $distatten.y + +rcp $distatten.z, $distatten.z ; 1/distsquared + +local( $endFalloffFactor ); +alloc $endFalloffFactor + +; ( dist - farZ ) +sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w +; 1 / ( (0.6f * farZ) - farZ) +mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w +max $endFalloffFactor, $endFalloffFactor, $cZero +min $endFalloffFactor, $endFalloffFactor, $cOne + +local( $vertAtten ); +alloc $vertAtten +dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5 +mul $vertAtten, $vertAtten, $endFalloffFactor + +; Normalize L +&Normalize( $worldPosToLightVector ); + +; N.L +dp3 $worldNormal, $worldNormal, $worldPosToLightVector + +; Modulate distance attenuation with N.L +mul oD0, $vertAtten, $worldNormal + +; iris +dp4 oT3.x, $SHADER_SPECIFIC_CONST_8, $worldPos +dp4 oT3.y, $SHADER_SPECIFIC_CONST_9, $worldPos + +free $dist +free $endFalloffFactor +free $worldPos +free $worldNormal +free $projPos +free $worldPosToLightVector +free $distatten +free $vertAtten |