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-rw-r--r--mp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh145
1 files changed, 145 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh b/mp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh
new file mode 100644
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+++ b/mp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh
@@ -0,0 +1,145 @@
+#include "macros.vsh"
+
+sub VertexLitGeneric
+{
+ local( $detail ) = shift;
+ local( $envmap ) = shift;
+ local( $envmapcameraspace ) = shift;
+ local( $envmapsphere ) = shift;
+ local( $decal ) = shift;
+
+ local( $worldPos, $worldNormal, $projPos );
+ local( $reflectionVector );
+
+ ;------------------------------------------------------------------------------
+ ; Vertex blending
+ ;------------------------------------------------------------------------------
+ &AllocateRegister( \$worldPos );
+ &AllocateRegister( \$worldNormal );
+ &AllocateRegister( \$projPos );
+; if( $g_staticLightType eq "static" && $g_ambientLightType eq "none" &&
+; $g_localLightType1 eq "none" && $g_localLightType2 eq "none" && !$envmap )
+ if( 0 )
+ {
+ ; NOTE: Don't do this optimization anymore since it would mean a gazillion combos
+ ; of the flashlight shaders
+ ; 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 );
+ &FreeRegister( \$projPos );
+
+ ;------------------------------------------------------------------------------
+ ; Lighting
+ ;------------------------------------------------------------------------------
+ &DoLighting( $worldPos, $worldNormal );
+
+ if( !$envmap )
+ {
+ &FreeRegister( \$worldNormal );
+ }
+
+ ;------------------------------------------------------------------------------
+ ; Texture coordinates
+ ;------------------------------------------------------------------------------
+
+ dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
+ dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
+
+ if( $envmap )
+ {
+ if( $envmapcameraspace )
+ {
+ &AllocateRegister( \$reflectionVector );
+ &ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
+
+ ; transform reflection vector into view space
+ dp3 oT1.x, $reflectionVector, $cViewModel0
+ dp3 oT1.y, $reflectionVector, $cViewModel1
+ dp3 oT1.z, $reflectionVector, $cViewModel2
+
+ &FreeRegister( \$reflectionVector );
+ }
+ elsif( $envmapsphere )
+ {
+ &AllocateRegister( \$reflectionVector );
+ &ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
+ &ComputeSphereMapTexCoords( $reflectionVector, "oT1" );
+
+ &FreeRegister( \$reflectionVector );
+ }
+ else
+ {
+ &ComputeReflectionVector( $worldPos, $worldNormal, "oT1" );
+ }
+
+ ; envmap mask
+ dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
+ dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
+
+ &FreeRegister( \$worldNormal );
+ }
+ else
+ {
+ if ( $decal )
+ {
+ &AllocateRegister( \$temp );
+ mov $temp, $vTexCoord0
+ sub oT1.xyz, $temp.xyz, $vTexCoord1.xyz
+ sub oT2.xyz, $vTexCoord2.xyz, $temp.xyz
+ &FreeRegister( \$temp );
+ }
+ else
+ {
+ ; YUCK! This is to make texcoords continuous for mat_softwaretl
+ mov oT1, $cZero
+ mov oT2, $cZero
+ }
+ }
+
+ if( $detail )
+ {
+ dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
+ dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
+ }
+ &FreeRegister( \$worldPos );
+}
+