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-rw-r--r--mp/src/materialsystem/stdshaders/eyes.vsh80
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
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+++ b/mp/src/materialsystem/stdshaders/eyes.vsh
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+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 );