diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/unlitgeneric_inc.vsh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/unlitgeneric_inc.vsh | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/unlitgeneric_inc.vsh b/sp/src/materialsystem/stdshaders/unlitgeneric_inc.vsh new file mode 100644 index 00000000..ac2abb7e --- /dev/null +++ b/sp/src/materialsystem/stdshaders/unlitgeneric_inc.vsh @@ -0,0 +1,142 @@ +#include "macros.vsh" + +;------------------------------------------------------------------------------ +; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform +; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform +; $SHADER_SPECIFIC_CONST_4-$SHADER_SPECIFIC_CONST_5 = Detail texture transform +;------------------------------------------------------------------------------ + +sub UnlitGeneric +{ + local( $detail ) = shift; + local( $envmap ) = shift; + local( $envmapcameraspace ) = shift; + local( $envmapsphere ) = shift; + local( $vertexcolor ) = shift; + local( $separatedetailuvs ) = shift; + + local( $worldPos, $worldNormal, $projPos, $reflectionVector ); + + ;------------------------------------------------------------------------------ + ; Vertex blending + ;------------------------------------------------------------------------------ + &AllocateRegister( \$worldPos ); + if( $envmap ) + { + &AllocateRegister( \$worldNormal ); + &SkinPositionAndNormal( $worldPos, $worldNormal ); + } + else + { + &SkinPosition( $worldPos ); + } + + ;------------------------------------------------------------------------------ + ; Transform the position from world to proj space + ;------------------------------------------------------------------------------ + + &AllocateRegister( \$projPos ); + + 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, $projPos ); + &FreeRegister( \$projPos ); + + if( !$envmap ) + { + &FreeRegister( \$worldPos ); + } + + ;------------------------------------------------------------------------------ + ; Texture coordinates (use world-space normal for envmap, tex transform for mask) + ;------------------------------------------------------------------------------ + dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 + dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 + if ( $g_x360 ) + { + ; must write xyzw to match read in pixelshader + mov oT0.zw, $cZero + } + + 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 + if ( $g_x360 ) + { + ; must write xyzw to match read in pixelshader + mov oT1.w, $cZero + } + + &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 + if ( $g_x360 ) + { + ; must write xyzw to match read in pixelshader + mov oT2.zw, $cZero + } + + &FreeRegister( \$worldPos ); + &FreeRegister( \$worldNormal ); + } + + if( $detail ) + { + if ( $separatedetailuvs ) + { + mov oT3, $vTexCoord1 + } + else + { + dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 + dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5 + } + + if ( $g_x360 ) + { + ; must write xyzw to match read in pixelshader + mov oT3.zw, $cZero + } + } + + if( $vertexcolor ) + { + ; Modulation color + mul oD0, $vColor, $cModulationColor + } + else + { + ; Modulation color + mov oD0, $cModulationColor + } +} |