diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_base_ps14.vsh')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_base_ps14.vsh | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_base_ps14.vsh b/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_base_ps14.vsh new file mode 100644 index 00000000..a78d0851 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_base_ps14.vsh @@ -0,0 +1,55 @@ +vs.1.1 + +# DYNAMIC: "DOWATERFOG" "0..1" + +#include "macros.vsh" + +;------------------------------------------------------------------------------ +; Vertex blending +;------------------------------------------------------------------------------ + +&AllocateRegister( \$projPos ); + +; Transform position from object to projection space +dp4 $projPos.x, $vPos, $cModelViewProj0 +dp4 $projPos.y, $vPos, $cModelViewProj1 +dp4 $projPos.z, $vPos, $cModelViewProj2 +dp4 $projPos.w, $vPos, $cModelViewProj3 + +mov oPos, $projPos + +;------------------------------------------------------------------------------ +; Fog +;------------------------------------------------------------------------------ + +alloc $worldPos +if( $DOWATERFOG == 1 ) +{ + ; Get the worldpos z component only since that's all we need for height fog + dp4 $worldPos.z, $vPos, $cModel2 +} +&CalcFog( $worldPos, $projPos ); +free $worldPos + +&FreeRegister( \$projPos ); + +;------------------------------------------------------------------------------ +; Texture coordinates +;------------------------------------------------------------------------------ + +; Compute the texture coordinates given the offset between +; each bumped lightmap +&AllocateRegister( \$offset ); +mov $offset.xy, $vTexCoord2 +dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 +dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 +add oT1.xy, $offset, $vTexCoord1 +mad oT2.xy, $offset, $cTwo, $vTexCoord1 +alloc $three +add $three, $cOne, $cTwo +mad oT3.xy, $offset, $three, $vTexCoord1 +free $three +dp4 oT4.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 +dp4 oT4.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 + +&FreeRegister( \$offset ); |