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-rw-r--r--sp/src/materialsystem/stdshaders/unlitgeneric_inc.vsh142
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
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--- /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
+ }
+}