mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-21 11:17:56 +03:00
7309a5f13f
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
89 lines
2.7 KiB
GLSL
89 lines
2.7 KiB
GLSL
vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..1"
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#include "macros.vsh"
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;------------------------------------------------------------------------------
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; Vertex blending
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;------------------------------------------------------------------------------
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&AllocateRegister( \$worldPos );
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; Transform position from object to world
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dp4 $worldPos.x, $vPos, $cModel0
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dp4 $worldPos.y, $vPos, $cModel1
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dp4 $worldPos.z, $vPos, $cModel2
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&AllocateRegister( \$projPos );
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; Transform position from object to projection space
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dp4 $projPos.x, $vPos, $cModelViewProj0
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dp4 $projPos.y, $vPos, $cModelViewProj1
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dp4 $projPos.z, $vPos, $cModelViewProj2
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dp4 $projPos.w, $vPos, $cModelViewProj3
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mov oPos, $projPos
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;------------------------------------------------------------------------------
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; Fog
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;------------------------------------------------------------------------------
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&CalcFog( $worldPos, $projPos );
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&FreeRegister( \$projPos );
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;------------------------------------------------------------------------------
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; Lighting
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;------------------------------------------------------------------------------
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; Transform tangent space basis vectors to env map space (world space)
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; This will produce a set of vectors mapping from tangent space to env space
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; We'll use this to transform normals from the normal map from tangent space
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; to environment map space.
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; NOTE: use dp3 here since the basis vectors are vectors, not points
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dp3 oT1.x, $vTangentS, $cModel0
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dp3 oT2.x, $vTangentS, $cModel1
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dp3 oT3.x, $vTangentS, $cModel2
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dp3 oT1.y, $vTangentT, $cModel0
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dp3 oT2.y, $vTangentT, $cModel1
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dp3 oT3.y, $vTangentT, $cModel2
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dp3 oT1.z, $vNormal, $cModel0
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dp3 oT2.z, $vNormal, $cModel1
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dp3 oT3.z, $vNormal, $cModel2
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; Compute the vector from vertex to camera
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&AllocateRegister( \$worldEyeVect );
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sub $worldEyeVect.xyz, $cEyePos, $worldPos
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&FreeRegister( \$worldPos );
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; Move it into the w component of the texture coords, as the wacky
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; pixel shader wants it there.
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mov oT1.w, $worldEyeVect.x
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mov oT2.w, $worldEyeVect.y
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mov oT3.w, $worldEyeVect.z
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; Get the magnitude of worldEyeVect
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dp3 $worldEyeVect.w, $worldEyeVect, $worldEyeVect
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rsq $worldEyeVect.w, $worldEyeVect.w
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rcp $worldEyeVect.w, $worldEyeVect.w
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; calculate the cheap water blend factor and stick it into oD0.a
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; NOTE: This won't be perspective correct!!!!!
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; OPTIMIZE: This could turn into a mad.
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add $worldEyeVect.w, $worldEyeVect.w, -$SHADER_SPECIFIC_CONST_2.x
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mul oD0, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_2.y
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&FreeRegister( \$worldEyeVect );
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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