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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.
95 lines
2.5 KiB
GLSL
95 lines
2.5 KiB
GLSL
vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..1"
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;------------------------------------------------------------------------------
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; Constants specified by the app
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; c0 = (0, 1, 2, 0.5)
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; c1 = (1/2.2, 0, 0, 0)
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; c2 = camera position *in world space*
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; c4-c7 = modelViewProj matrix (transpose)
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; c8-c11 = ViewProj matrix (transpose)
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; c12-c15 = model->view matrix (transpose)
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; c16 = [fogStart, fogEnd, fogRange, undefined]
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;
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; $SHADER_SPECIFIC_CONST_0..$SHADER_SPECIFIC_CONST_3 - special proj matrix
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;
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; Vertex components (as specified in the vertex DECL)
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; $vPos = Position
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; $vTexCoord0.xy = TexCoord0
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;------------------------------------------------------------------------------
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#include "macros.vsh"
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; Vertex components
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; $vPos = Position
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; $vNormal = normal
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; $vTexCoord0.xy = TexCoord0
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; $vTangentS = S axis of Texture space
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; $vTangentT = T axis of Texture space
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;------------------------------------------------------------------------------
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; Transform the position from world to view space
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;------------------------------------------------------------------------------
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alloc $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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alloc $worldPos
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; Transform position from object to world space
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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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&CalcFog( $worldPos, $projPos );
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alloc $worldEyeVect
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; Get the eye vector in world space
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add $worldEyeVect.xyz, -$worldPos, $cEyePos
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alloc $tangentEyeVect
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; transform the eye vector to tangent space
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dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS
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dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT
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dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal
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mov $tangentEyeVect.w, $cZero
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mov oT5, $tangentEyeVect
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; base coordinates
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
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; reflection
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alloc $projPosReflect
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mov $projPosReflect, $projPos
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add $projPosReflect.xy, $projPosReflect, $projPosReflect.w
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mul $projPosReflect.xy, $projPosReflect, $cHalf
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mov oT1, $projPosReflect
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; refraction
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mov $projPos.y, -$projPos.y
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add $projPos.xy, $projPos, $projPos.w
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mul $projPos.xy, $projPos, $cHalf
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mov oT2, $projPos
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; reflectionscale, refractionscale
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mov oT4, $SHADER_SPECIFIC_CONST_4
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free $worldEyeVect
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free $tangentEyeVect
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free $projPosReflect
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free $worldPos
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free $projPos |