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Diffstat (limited to 'mp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh')
-rw-r--r--mp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh115
1 files changed, 115 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh b/mp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh
new file mode 100644
index 00000000..48c4cd57
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+++ b/mp/src/materialsystem/stdshaders/eyes_flashlight_vs11.vsh
@@ -0,0 +1,115 @@
+vs.1.1
+
+# DYNAMIC: "DOWATERFOG" "0..1"
+# DYNAMIC: "SKINNING" "0..1"
+
+#include "macros.vsh"
+
+local( $worldPos, $worldNormal, $projPos );
+
+alloc $worldPos
+alloc $projPos
+
+
+&SkinPosition( $worldPos );
+
+;------------------------------------------------------------------------------
+; Transform the position from world to view space
+;------------------------------------------------------------------------------
+dp4 $projPos.x, $worldPos, $cViewProj0
+dp4 $projPos.y, $worldPos, $cViewProj1
+dp4 $projPos.z, $worldPos, $cViewProj2
+dp4 $projPos.w, $worldPos, $cViewProj3
+
+;------------------------------------------------------------------------------
+; Normal is based on vertex position
+;------------------------------------------------------------------------------
+&AllocateRegister( \$worldNormal );
+&AllocateRegister( \$normalDotUp );
+
+sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_6 ; Normal = (Pos - Eye origin)
+dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_7 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up
+mul $normalDotUp, $normalDotUp, $cHalf
+mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_7, $worldNormal
+
+&FreeRegister( \$normalDotUp );
+
+; normalize the normal
+&Normalize( $worldNormal );
+
+mov oPos, $projPos
+
+;------------------------------------------------------------------------------
+; Fog
+;------------------------------------------------------------------------------
+&CalcFog( $worldPos, $projPos );
+
+; base tex coords
+mov oT1.xy, $vTexCoord0
+
+; spotlight texcoords
+dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1
+dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2
+dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3
+dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4
+
+local( $worldPosToLightVector, $distFactors );
+
+alloc $worldPosToLightVector
+
+sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0.xyz, $worldPos
+
+local( $distatten );
+alloc $distatten
+; $distatten = [ 1, 1/dist, 1/distsquared ]
+
+; dist squared
+dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector
+
+; oodist
+rsq $distatten.y, $distatten.z
+
+mov $distatten.x, $cOne
+
+local( $dist );
+alloc $dist
+mul $dist.x, $distatten.z, $distatten.y
+
+rcp $distatten.z, $distatten.z ; 1/distsquared
+
+local( $endFalloffFactor );
+alloc $endFalloffFactor
+
+; ( dist - farZ )
+sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w
+; 1 / ( (0.6f * farZ) - farZ)
+mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w
+max $endFalloffFactor, $endFalloffFactor, $cZero
+min $endFalloffFactor, $endFalloffFactor, $cOne
+
+local( $vertAtten );
+alloc $vertAtten
+dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5
+mul $vertAtten, $vertAtten, $endFalloffFactor
+
+; Normalize L
+&Normalize( $worldPosToLightVector );
+
+; N.L
+dp3 $worldNormal, $worldNormal, $worldPosToLightVector
+
+; Modulate distance attenuation with N.L
+mul oD0, $vertAtten, $worldNormal
+
+; iris
+dp4 oT3.x, $SHADER_SPECIFIC_CONST_8, $worldPos
+dp4 oT3.y, $SHADER_SPECIFIC_CONST_9, $worldPos
+
+free $dist
+free $endFalloffFactor
+free $worldPos
+free $worldNormal
+free $projPos
+free $worldPosToLightVector
+free $distatten
+free $vertAtten