diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/WaterCheap_vs11.vsh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/WaterCheap_vs11.vsh | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/WaterCheap_vs11.vsh b/sp/src/materialsystem/stdshaders/WaterCheap_vs11.vsh new file mode 100644 index 00000000..b1cdd61f --- /dev/null +++ b/sp/src/materialsystem/stdshaders/WaterCheap_vs11.vsh @@ -0,0 +1,88 @@ +vs.1.1 + +# DYNAMIC: "DOWATERFOG" "0..1" + +#include "macros.vsh" + +;------------------------------------------------------------------------------ +; Vertex blending +;------------------------------------------------------------------------------ + +&AllocateRegister( \$worldPos ); + +; Transform position from object to world +dp4 $worldPos.x, $vPos, $cModel0 +dp4 $worldPos.y, $vPos, $cModel1 +dp4 $worldPos.z, $vPos, $cModel2 + +&AllocateRegister( \$projPos ); + +; Transform position from object to projection space +dp4 $projPos.x, $vPos, $cModelViewProj0 +dp4 $projPos.y, $vPos, $cModelViewProj1 +dp4 $projPos.z, $vPos, $cModelViewProj2 +dp4 $projPos.w, $vPos, $cModelViewProj3 + +mov oPos, $projPos + +;------------------------------------------------------------------------------ +; Fog +;------------------------------------------------------------------------------ +&CalcFog( $worldPos, $projPos ); + +&FreeRegister( \$projPos ); + +;------------------------------------------------------------------------------ +; Lighting +;------------------------------------------------------------------------------ + +; Transform tangent space basis vectors to env map space (world space) +; This will produce a set of vectors mapping from tangent space to env space +; We'll use this to transform normals from the normal map from tangent space +; to environment map space. +; NOTE: use dp3 here since the basis vectors are vectors, not points + +dp3 oT1.x, $vTangentS, $cModel0 +dp3 oT2.x, $vTangentS, $cModel1 +dp3 oT3.x, $vTangentS, $cModel2 + +dp3 oT1.y, $vTangentT, $cModel0 +dp3 oT2.y, $vTangentT, $cModel1 +dp3 oT3.y, $vTangentT, $cModel2 + +dp3 oT1.z, $vNormal, $cModel0 +dp3 oT2.z, $vNormal, $cModel1 +dp3 oT3.z, $vNormal, $cModel2 + +; Compute the vector from vertex to camera +&AllocateRegister( \$worldEyeVect ); +sub $worldEyeVect.xyz, $cEyePos, $worldPos +&FreeRegister( \$worldPos ); + +; Move it into the w component of the texture coords, as the wacky +; pixel shader wants it there. +mov oT1.w, $worldEyeVect.x +mov oT2.w, $worldEyeVect.y +mov oT3.w, $worldEyeVect.z + +; Get the magnitude of worldEyeVect +dp3 $worldEyeVect.w, $worldEyeVect, $worldEyeVect +rsq $worldEyeVect.w, $worldEyeVect.w +rcp $worldEyeVect.w, $worldEyeVect.w + +; calculate the cheap water blend factor and stick it into oD0.a +; NOTE: This won't be perspective correct!!!!! +; OPTIMIZE: This could turn into a mad. +add $worldEyeVect.w, $worldEyeVect.w, -$SHADER_SPECIFIC_CONST_2.x +mul oD0, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_2.y + +&FreeRegister( \$worldEyeVect ); + +;------------------------------------------------------------------------------ +; Texture coordinates +;------------------------------------------------------------------------------ +dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 +dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 + + + |