Joe Ludwig 7309a5f13f Added many shader source files
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.
2013-12-23 15:00:03 -08:00

86 lines
3.6 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "SKINNING" "0..1"
;------------------------------------------------------------------------------
; Constants specified by the app
; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_2 = Shadow texture matrix
; $SHADER_SPECIFIC_CONST_3 = Tex origin
; $SHADER_SPECIFIC_CONST_4 = Tex Scale
; $SHADER_SPECIFIC_CONST_5 = [Shadow falloff offset, 1/Shadow distance, Shadow scale, 0 ]
;------------------------------------------------------------------------------
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending (whacks r1-r7, positions in r7, normals in r8)
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&AllocateRegister( \$worldNormal );
&SkinPositionAndNormal( $worldPos, $worldNormal );
; Transform the position from world to view 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 );
;------------------------------------------------------------------------------
; Transform position into texture space (from 0 to 1)
;------------------------------------------------------------------------------
&AllocateRegister( \$texturePos );
dp4 $texturePos.x, $worldPos, $SHADER_SPECIFIC_CONST_0
dp4 $texturePos.y, $worldPos, $SHADER_SPECIFIC_CONST_1
dp4 $texturePos.z, $worldPos, $SHADER_SPECIFIC_CONST_2
&FreeRegister( \$worldPos );
;------------------------------------------------------------------------------
; Figure out the shadow fade amount
;------------------------------------------------------------------------------
&AllocateRegister( \$shadowFade );
sub $shadowFade, $texturePos.z, $SHADER_SPECIFIC_CONST_5.x
mul $shadowFade, $shadowFade, $SHADER_SPECIFIC_CONST_5.y
;------------------------------------------------------------------------------
; Offset it into the texture
;------------------------------------------------------------------------------
&AllocateRegister( \$actualTextureCoord );
mul $actualTextureCoord.xyz, $SHADER_SPECIFIC_CONST_4, $texturePos
add oT0.xyz, $actualTextureCoord, $SHADER_SPECIFIC_CONST_3
;mov oT0.xyz, $texturePos
&FreeRegister( \$actualTextureCoord );
;------------------------------------------------------------------------------
; We're doing clipping by using texkill
;------------------------------------------------------------------------------
mov oT1.xyz, $texturePos ; also clips when shadow z < 0 !
sub oT2.xyz, $cOne, $texturePos
sub oT2.z, $cOne, $shadowFade.z ; clips when shadow z > shadow distance
&FreeRegister( \$texturePos );
;------------------------------------------------------------------------------
; We're doing backface culling by using texkill also (wow yucky)
;------------------------------------------------------------------------------
; Transform z component of normal in texture space
; If it's negative, then don't draw the pixel
dp3 oT3, $worldNormal, -$SHADER_SPECIFIC_CONST_2
&FreeRegister( \$worldNormal );
;------------------------------------------------------------------------------
; Shadow color, falloff
;------------------------------------------------------------------------------
mov oD0, $cModulationColor
mul oD0.w, $shadowFade.x, $SHADER_SPECIFIC_CONST_5.z
&FreeRegister( \$shadowFade );