diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/eyes.vsh')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/eyes.vsh | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/eyes.vsh b/mp/src/materialsystem/stdshaders/eyes.vsh new file mode 100644 index 00000000..58ae021d --- /dev/null +++ b/mp/src/materialsystem/stdshaders/eyes.vsh @@ -0,0 +1,80 @@ +vs.1.1 +;------------------------------------------------------------------------------ +; $SHADER_SPECIFIC_CONST_0 = eyeball origin +; $SHADER_SPECIFIC_CONST_1 = eyeball up * 0.5 +; $SHADER_SPECIFIC_CONST_2 = iris projection U +; $SHADER_SPECIFIC_CONST_3 = iris projection V +; $SHADER_SPECIFIC_CONST_4 = glint projection U +; $SHADER_SPECIFIC_CONST_5 = glint projection V +;------------------------------------------------------------------------------ + +# STATIC: "HALF_LAMBERT" "0..1" +# DYNAMIC: "DOWATERFOG" "0..1" +# DYNAMIC: "LIGHT_COMBO" "0..21" +# DYNAMIC: "SKINNING" "0..1" + +#include "macros.vsh" + +;------------------------------------------------------------------------------ +; Vertex blending (whacks r1-r7, positions in r7) +;------------------------------------------------------------------------------ +&AllocateRegister( \$worldPos ); +&SkinPosition( $worldPos ); + +;------------------------------------------------------------------------------ +; Transform the position from world to view space +;------------------------------------------------------------------------------ + +&AllocateRegister( \$projPos ); + +dp4 $projPos.x, $worldPos, $cViewProj0 +dp4 $projPos.y, $worldPos, $cViewProj1 +dp4 $projPos.z, $worldPos, $cViewProj2 +dp4 $projPos.w, $worldPos, $cViewProj3 +mov oPos, $projPos + +;------------------------------------------------------------------------------ +; Normal is based on vertex position +;------------------------------------------------------------------------------ +&AllocateRegister( \$worldNormal ); +&AllocateRegister( \$normalDotUp ); + +sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_0 ; Normal = (Pos - Eye origin) +dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_1 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up +mul $normalDotUp, $normalDotUp, $cHalf +mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_1, $worldNormal + +&FreeRegister( \$normalDotUp ); + +; normalize the normal +&Normalize( $worldNormal ); + +;------------------------------------------------------------------------------ +; Lighting +;------------------------------------------------------------------------------ +&DoLighting( $worldPos, $worldNormal ); + +&FreeRegister( \$worldNormal ); + +;------------------------------------------------------------------------------ +; Fog +;------------------------------------------------------------------------------ + +&CalcFog( $worldPos, $projPos ); + +&FreeRegister( \$projPos ); + +;------------------------------------------------------------------------------ +; Texture coordinates +; Texture 0 is the base texture +; Texture 1 is a planar projection used for the iris +; Texture 2 is a planar projection used for the glint +;------------------------------------------------------------------------------ + +mov oT0, $vTexCoord0 +dp4 oT1.x, $SHADER_SPECIFIC_CONST_2, $worldPos +dp4 oT1.y, $SHADER_SPECIFIC_CONST_3, $worldPos +dp4 oT2.x, $SHADER_SPECIFIC_CONST_4, $worldPos +dp4 oT2.y, $SHADER_SPECIFIC_CONST_5, $worldPos + +&FreeRegister( \$worldPos ); |