diff options
| 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/vertexlitgeneric_inc.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/vertexlitgeneric_inc.vsh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh b/sp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh new file mode 100644 index 00000000..da6b6bf9 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh @@ -0,0 +1,145 @@ +#include "macros.vsh" + +sub VertexLitGeneric +{ + local( $detail ) = shift; + local( $envmap ) = shift; + local( $envmapcameraspace ) = shift; + local( $envmapsphere ) = shift; + local( $decal ) = shift; + + local( $worldPos, $worldNormal, $projPos ); + local( $reflectionVector ); + + ;------------------------------------------------------------------------------ + ; Vertex blending + ;------------------------------------------------------------------------------ + &AllocateRegister( \$worldPos ); + &AllocateRegister( \$worldNormal ); + &AllocateRegister( \$projPos ); +; if( $g_staticLightType eq "static" && $g_ambientLightType eq "none" && +; $g_localLightType1 eq "none" && $g_localLightType2 eq "none" && !$envmap ) + if( 0 ) + { + ; NOTE: Don't do this optimization anymore since it would mean a gazillion combos + ; of the flashlight shaders + ; Special case for static prop lighting. We can go directly from + ; world to proj space for position, with the exception of z, which + ; is needed for fogging *if* height fog is enabled. + + ; NOTE: We don't use this path if $envmap is defined since we need + ; worldpos for envmapping. + dp4 $projPos.x, $vPos, $cModelViewProj0 + dp4 $projPos.y, $vPos, $cModelViewProj1 + dp4 $projPos.z, $vPos, $cModelViewProj2 + dp4 $projPos.w, $vPos, $cModelViewProj3 + ; normal + dp3 $worldNormal.x, $vNormal, $cModel0 + dp3 $worldNormal.y, $vNormal, $cModel1 + dp3 $worldNormal.z, $vNormal, $cModel2 + + ; Need this for height fog if it's enabled and for height clipping + dp4 $worldPos.z, $vPos, $cModel2 + } + else + { + &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 + ;------------------------------------------------------------------------------ + &CalcFog( $worldPos, $projPos ); + &FreeRegister( \$projPos ); + + ;------------------------------------------------------------------------------ + ; Lighting + ;------------------------------------------------------------------------------ + &DoLighting( $worldPos, $worldNormal ); + + if( !$envmap ) + { + &FreeRegister( \$worldNormal ); + } + + ;------------------------------------------------------------------------------ + ; Texture coordinates + ;------------------------------------------------------------------------------ + + dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 + dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 + + if( $envmap ) + { + if( $envmapcameraspace ) + { + &AllocateRegister( \$reflectionVector ); + &ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector ); + + ; transform reflection vector into view space + dp3 oT1.x, $reflectionVector, $cViewModel0 + dp3 oT1.y, $reflectionVector, $cViewModel1 + dp3 oT1.z, $reflectionVector, $cViewModel2 + + &FreeRegister( \$reflectionVector ); + } + elsif( $envmapsphere ) + { + &AllocateRegister( \$reflectionVector ); + &ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector ); + &ComputeSphereMapTexCoords( $reflectionVector, "oT1" ); + + &FreeRegister( \$reflectionVector ); + } + else + { + &ComputeReflectionVector( $worldPos, $worldNormal, "oT1" ); + } + + ; envmap mask + dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 + dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 + + &FreeRegister( \$worldNormal ); + } + else + { + if ( $decal ) + { + &AllocateRegister( \$temp ); + mov $temp, $vTexCoord0 + sub oT1.xyz, $temp.xyz, $vTexCoord1.xyz + sub oT2.xyz, $vTexCoord2.xyz, $temp.xyz + &FreeRegister( \$temp ); + } + else + { + ; YUCK! This is to make texcoords continuous for mat_softwaretl + mov oT1, $cZero + mov oT2, $cZero + } + } + + if( $detail ) + { + dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 + dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5 + } + &FreeRegister( \$worldPos ); +} + |