diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/vertexlitgeneric_flashlight_vs11.vsh')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/vertexlitgeneric_flashlight_vs11.vsh | 137 |
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 new file mode 100644 index 00000000..a5810b5e --- /dev/null +++ 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 |