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-rw-r--r--mp/src/materialsystem/stdshaders/vertexlitgeneric_flashlight_vs11.vsh137
1 files changed, 137 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/vertexlitgeneric_flashlight_vs11.vsh b/mp/src/materialsystem/stdshaders/vertexlitgeneric_flashlight_vs11.vsh
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index 00000000..a5810b5e
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+++ b/mp/src/materialsystem/stdshaders/vertexlitgeneric_flashlight_vs11.vsh
@@ -0,0 +1,137 @@
+vs.1.1
+
+# DYNAMIC: "DOWATERFOG" "0..1"
+# DYNAMIC: "SKINNING" "0..1"
+# STATIC: "TEETH" "0..1"
+
+#include "macros.vsh"
+
+local( $worldPos, $worldNormal, $projPos );
+
+alloc $worldPos
+alloc $worldNormal
+alloc $projPos
+
+if( 0 )
+{
+ ; NOTE: Don't do this optimization anymore since it would mean a gazillion combos
+ ; Special case for static prop lighting. We can go directly from
+ ; world to proj space for position, with the exception of z, which
+ ; is needed for fogging *if* height fog is enabled.
+
+ ; NOTE: We don't use this path if $envmap is defined since we need
+ ; worldpos for envmapping.
+ dp4 $projPos.x, $vPos, $cModelViewProj0
+ dp4 $projPos.y, $vPos, $cModelViewProj1
+ dp4 $projPos.z, $vPos, $cModelViewProj2
+ dp4 $projPos.w, $vPos, $cModelViewProj3
+ ; normal
+ dp3 $worldNormal.x, $vNormal, $cModel0
+ dp3 $worldNormal.y, $vNormal, $cModel1
+ dp3 $worldNormal.z, $vNormal, $cModel2
+
+ ; Need this for height fog if it's enabled and for height clipping
+ dp4 $worldPos.z, $vPos, $cModel2
+}
+else
+{
+ &SkinPositionAndNormal( $worldPos, $worldNormal );
+
+ if( $SKINNING == 1 )
+ {
+ &Normalize( $worldNormal );
+ }
+
+ ;------------------------------------------------------------------------------
+ ; 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
+}
+
+mov oPos, $projPos
+
+;------------------------------------------------------------------------------
+; Fog
+;------------------------------------------------------------------------------
+&CalcFog( $worldPos, $projPos );
+
+; base tex coords
+dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_6
+dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_7
+
+; normal map coords
+;dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_8
+;dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_9
+
+; 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, $worldPos
+mov oT2, $worldPosToLightVector
+
+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
+
+if( $TEETH )
+{
+ alloc $mouthAtten
+ dp3 $mouthAtten, $worldNormal.xyz, $SHADER_SPECIFIC_CONST_10.xyz
+ max $mouthAtten, $cZero, $mouthAtten
+ mul $mouthAtten, $mouthAtten, $SHADER_SPECIFIC_CONST_10.w
+ mul $vertAtten, $vertAtten, $mouthAtten
+ free $mouthAtten
+}
+
+mov oD0, $vertAtten
+
+mov oT3.xyz, $worldNormal.xyz
+
+
+free $dist
+free $endFalloffFactor
+free $worldPos
+free $worldNormal
+free $projPos
+free $worldPosToLightVector
+free $distatten
+free $vertAtten