diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/Water_ps14.vsh')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/Water_ps14.vsh | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/Water_ps14.vsh b/mp/src/materialsystem/stdshaders/Water_ps14.vsh new file mode 100644 index 00000000..0ec30aa7 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/Water_ps14.vsh @@ -0,0 +1,95 @@ +vs.1.1 + +# DYNAMIC: "DOWATERFOG" "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] +; +; $SHADER_SPECIFIC_CONST_0..$SHADER_SPECIFIC_CONST_3 - special proj matrix +; +; Vertex components (as specified in the vertex DECL) +; $vPos = Position +; $vTexCoord0.xy = TexCoord0 +;------------------------------------------------------------------------------ + +#include "macros.vsh" + +; Vertex components +; $vPos = Position +; $vNormal = normal +; $vTexCoord0.xy = TexCoord0 +; $vTangentS = S axis of Texture space +; $vTangentT = T axis of Texture space + + +;------------------------------------------------------------------------------ +; Transform the position from world to view space +;------------------------------------------------------------------------------ + + +alloc $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 + +alloc $worldPos + +; Transform position from object to world space +dp4 $worldPos.x, $vPos, $cModel0 +dp4 $worldPos.y, $vPos, $cModel1 +dp4 $worldPos.z, $vPos, $cModel2 + +&CalcFog( $worldPos, $projPos ); + +alloc $worldEyeVect + +; Get the eye vector in world space +add $worldEyeVect.xyz, -$worldPos, $cEyePos + +alloc $tangentEyeVect + +; transform the eye vector to tangent space +dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS +dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT +dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal +mov $tangentEyeVect.w, $cZero + +mov oT5, $tangentEyeVect + +; base coordinates +dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 +dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 + +; reflection +alloc $projPosReflect + +mov $projPosReflect, $projPos +add $projPosReflect.xy, $projPosReflect, $projPosReflect.w +mul $projPosReflect.xy, $projPosReflect, $cHalf +mov oT1, $projPosReflect + +; refraction +mov $projPos.y, -$projPos.y +add $projPos.xy, $projPos, $projPos.w +mul $projPos.xy, $projPos, $cHalf +mov oT2, $projPos + +; reflectionscale, refractionscale +mov oT4, $SHADER_SPECIFIC_CONST_4 + +free $worldEyeVect +free $tangentEyeVect +free $projPosReflect +free $worldPos +free $projPos
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