diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh | 145 |
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 index 00000000..da6b6bf9 --- /dev/null +++ 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 ); +} + |