diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/Refract_world_vs11.vsh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/Refract_world_vs11.vsh | 168 |
1 files changed, 168 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/Refract_world_vs11.vsh b/sp/src/materialsystem/stdshaders/Refract_world_vs11.vsh new file mode 100644 index 00000000..90f0debe --- /dev/null +++ b/sp/src/materialsystem/stdshaders/Refract_world_vs11.vsh @@ -0,0 +1,168 @@ +vs.1.1 + +# DYNAMIC: "DOWATERFOG" "0..1" + +;------------------------------------------------------------------------------ +; Constants specified by the app +; c0 = (0, 1, 2, 0.5) +; c1 = (1/2.2, 0, 0, 0) +; c2 = camera position *in world space* +; c4-c7 = modelViewProj matrix (transpose) +; c8-c11 = ViewProj matrix (transpose) +; c12-c15 = model->view matrix (transpose) +; c16 = [fogStart, fogEnd, fogRange, undefined] +; +; Vertex components (as specified in the vertex DECL) +; $vPos = Position +; $vTexCoord0.xy = TexCoord0 +;------------------------------------------------------------------------------ + +#include "macros.vsh" + +; Vertex components +; $vPos = Position +; $vNormal = normal +; $vTexCoord0.xy = TexCoord0 +; $vTangentS = S axis of Texture space +; $vTangentT = T axis of Texture space + +;------------------------------------------------------------------------------ +; Transform the position from world to view space +;------------------------------------------------------------------------------ + +alloc $worldPos +alloc $worldNormal +alloc $worldTangentS +alloc $worldTangentT +alloc $projPos + +dp4 $projPos.x, $vPos, $cModelViewProj0 +dp4 $projPos.y, $vPos, $cModelViewProj1 +dp4 $projPos.z, $vPos, $cModelViewProj2 +dp4 $projPos.w, $vPos, $cModelViewProj3 +mov oPos, $projPos + +dp3 $worldPos.x, $vPos, $cModel0 +dp3 $worldPos.y, $vPos, $cModel1 +dp3 $worldPos.z, $vPos, $cModel2 + +dp3 $worldNormal.x, $vNormal, $cModel0 +dp3 $worldNormal.y, $vNormal, $cModel1 +dp3 $worldNormal.z, $vNormal, $cModel2 + +dp3 $worldTangentS.x, $vTangentS, $cModel0 +dp3 $worldTangentS.y, $vTangentS, $cModel1 +dp3 $worldTangentS.z, $vTangentS, $cModel2 + +dp3 $worldTangentT.x, $vTangentT, $cModel0 +dp3 $worldTangentT.y, $vTangentT, $cModel1 +dp3 $worldTangentT.z, $vTangentT, $cModel2 + +&CalcFog( $worldPos, $projPos ); + +alloc $worldEyeVect + +; Get the eye vector in world space +add $worldEyeVect.xyz, -$worldPos, $cEyePos + +alloc $tangentEyeVect +alloc $bumpTexCoord + +; transform the eye vector to tangent space +dp3 $tangentEyeVect.x, $worldEyeVect, $worldTangentS +dp3 $tangentEyeVect.y, $worldEyeVect, $worldTangentT +dp3 $tangentEyeVect.z, $worldEyeVect, $worldNormal + +&Normalize( $tangentEyeVect ); + +; stick the tangent space eye vector into oD0 +mad oD0.xyz, $tangentEyeVect, $cHalf, $cHalf + +dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 +dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 + +; dudv map +mov oT0.xy, $bumpTexCoord + +; refract tint +mov oT3.xy, $bumpTexCoord + +free $bumpTexCoord + +alloc $newProjPos +alloc $w + +mov oPos, $projPos + +; special case perspective correct texture projection so that the texture fits exactly on the screen +mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w +add $projPos.xy, $projPos.xy, $projPos.w +mul $projPos.xy, $projPos.xy, $cHalf + +; Do the perspective divide here. .yuck . . we aren't going to be perspective correct +rcp $w.w, $projPos.w +mul $projPos, $projPos, $w.w + +#max $projPos.x, $projPos.x, -$cOne +#min $projPos.x, $projPos.x, $cOne +#max $projPos.z, $projPos.z, $cZero +#min $projPos.z, $projPos.z, $cOne + +;------------------------------------------------------------------------------ +; Transform the tangentS from world to view space +;------------------------------------------------------------------------------ + +alloc $projTangentS + +; we only care about x and y +dp3 $projTangentS.x, $worldTangentS, $cViewProj0 +dp3 $projTangentS.y, $worldTangentS, $cViewProj1 + +; project tangentS +mul $projTangentS.xy, $projTangentS.xy, $w.w + +;max $projTangentS.xy, $projTangentS.xy, $cOne +;min $projTangentS.xy, $projTangentS.xy, -$cOne + +;------------------------------------------------------------------------------ +; Transform the tangentT from world to view space +;------------------------------------------------------------------------------ + +alloc $projTangentT +alloc $texCoord + +; we only care about x and y +dp3 $projTangentT.x, $worldTangentT, $cViewProj0 +dp3 $projTangentT.y, $worldTangentT, $cViewProj1 + +; project tangentT +mul $projTangentT.xy, $projTangentT.xy, $w.w + +;max $projTangentT.xy, $projTangentT.xy, $cOne +;min $projTangentT.xy, $projTangentT.xy, -$cOne + +;max $projPos.xy, $projPos.xy, $cOne +;min $projPos.xy, $projPos.xy, -$cOne + +mul oT1.x, $projTangentS.x, $SHADER_SPECIFIC_CONST_3.x +mul oT1.y, $projTangentT.x, $SHADER_SPECIFIC_CONST_3.x +mov oT1.z, $projPos.x ; huh? + +mul $texCoord.x, $projTangentS.y, -$SHADER_SPECIFIC_CONST_3.x +mul $texCoord.y, $projTangentT.y, -$SHADER_SPECIFIC_CONST_3.x +mov $texCoord.z, $projPos.y +mov oT2.xyz, $texCoord +mov oT3.xyz, $texCoord + +free $texCoord +free $projPos +free $worldPos +free $worldEyeVect +free $tangentEyeVect +free $w +free $projTangentS +free $projTangentT +free $newProjPos +free $worldNormal +free $worldTangentS +free $worldTangentT |