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-rw-r--r--sp/src/materialsystem/stdshaders/Refract_world_vs11.vsh168
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
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+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