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diff --git a/mp/src/materialsystem/stdshaders/WaterCheapPerVertexFresnel_vs11.vsh b/mp/src/materialsystem/stdshaders/WaterCheapPerVertexFresnel_vs11.vsh
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+++ b/mp/src/materialsystem/stdshaders/WaterCheapPerVertexFresnel_vs11.vsh
@@ -0,0 +1,100 @@
+vs.1.1
+
+# DYNAMIC: "DOWATERFOG" "0..1"
+
+#include "macros.vsh"
+
+;------------------------------------------------------------------------------
+; Vertex blending
+;------------------------------------------------------------------------------
+
+&AllocateRegister( \$worldPos );
+
+; Transform position from object to world
+dp4 $worldPos.x, $vPos, $cModel0
+dp4 $worldPos.y, $vPos, $cModel1
+dp4 $worldPos.z, $vPos, $cModel2
+
+&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
+;------------------------------------------------------------------------------
+&CalcFog( $worldPos, $projPos );
+
+&FreeRegister( \$projPos );
+
+;------------------------------------------------------------------------------
+; Lighting
+;------------------------------------------------------------------------------
+
+; Transform tangent space basis vectors to env map space (world space)
+; This will produce a set of vectors mapping from tangent space to env space
+; We'll use this to transform normals from the normal map from tangent space
+; to environment map space.
+; NOTE: use dp3 here since the basis vectors are vectors, not points
+
+dp3 oT1.x, $vTangentS, $cModel0
+dp3 oT2.x, $vTangentS, $cModel1
+dp3 oT3.x, $vTangentS, $cModel2
+
+dp3 oT1.y, $vTangentT, $cModel0
+dp3 oT2.y, $vTangentT, $cModel1
+dp3 oT3.y, $vTangentT, $cModel2
+
+dp3 oT1.z, $vNormal, $cModel0
+dp3 oT2.z, $vNormal, $cModel1
+dp3 oT3.z, $vNormal, $cModel2
+
+; Compute the vector from vertex to camera
+&AllocateRegister( \$worldEyeVect );
+sub $worldEyeVect.xyz, $cEyePos, $worldPos
+&FreeRegister( \$worldPos );
+
+; Move it into the w component of the texture coords, as the wacky
+; pixel shader wants it there.
+mov oT1.w, $worldEyeVect.x
+mov oT2.w, $worldEyeVect.y
+mov oT3.w, $worldEyeVect.z
+
+&AllocateRegister( \$tangentEyeVect );
+
+; transform the eye vector to tangent space
+dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS
+dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT
+dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal
+
+&Normalize( $tangentEyeVect );
+mov oD0.xyz, $tangentEyeVect
+
+&FreeRegister( \$tangentEyeVect );
+
+; Get the magnitude of worldEyeVect
+dp3 $worldEyeVect.w, $worldEyeVect, $worldEyeVect
+rsq $worldEyeVect.w, $worldEyeVect.w
+rcp $worldEyeVect.w, $worldEyeVect.w
+
+; calculate the cheap water blend factor and stick it into oD0.a
+; NOTE: This won't be perspective correct!!!!!
+; OPTIMIZE: This could turn into a mad.
+add $worldEyeVect.w, $worldEyeVect.w, -$SHADER_SPECIFIC_CONST_2.x
+mul oD0.w, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_2.y
+
+&FreeRegister( \$worldEyeVect );
+
+;------------------------------------------------------------------------------
+; Texture coordinates
+;------------------------------------------------------------------------------
+dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
+dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
+
+
+