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

169 lines
4.7 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
;------------------------------------------------------------------------------
; Constants specified by the app
; c0 = (0, 1, 2, 0.5)
; c1 = (1/2.2, 0, 0, 0)
; c2 = camera position *in world space*
; c4-c7 = modelViewProj matrix (transpose)
; c8-c11 = ViewProj matrix (transpose)
; c12-c15 = model->view matrix (transpose)
; c16 = [fogStart, fogEnd, fogRange, undefined]
;
; Vertex components (as specified in the vertex DECL)
; $vPos = Position
; $vTexCoord0.xy = TexCoord0
;------------------------------------------------------------------------------
#include "macros.vsh"
; Vertex components
; $vPos = Position
; $vNormal = normal
; $vTexCoord0.xy = TexCoord0
; $vTangentS = S axis of Texture space
; $vTangentT = T axis of Texture space
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
alloc $worldPos
alloc $worldNormal
alloc $worldTangentS
alloc $worldTangentT
alloc $projPos
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
dp3 $worldPos.x, $vPos, $cModel0
dp3 $worldPos.y, $vPos, $cModel1
dp3 $worldPos.z, $vPos, $cModel2
dp3 $worldNormal.x, $vNormal, $cModel0
dp3 $worldNormal.y, $vNormal, $cModel1
dp3 $worldNormal.z, $vNormal, $cModel2
dp3 $worldTangentS.x, $vTangentS, $cModel0
dp3 $worldTangentS.y, $vTangentS, $cModel1
dp3 $worldTangentS.z, $vTangentS, $cModel2
dp3 $worldTangentT.x, $vTangentT, $cModel0
dp3 $worldTangentT.y, $vTangentT, $cModel1
dp3 $worldTangentT.z, $vTangentT, $cModel2
&CalcFog( $worldPos, $projPos );
alloc $worldEyeVect
; Get the eye vector in world space
add $worldEyeVect.xyz, -$worldPos, $cEyePos
alloc $tangentEyeVect
alloc $bumpTexCoord
; transform the eye vector to tangent space
dp3 $tangentEyeVect.x, $worldEyeVect, $worldTangentS
dp3 $tangentEyeVect.y, $worldEyeVect, $worldTangentT
dp3 $tangentEyeVect.z, $worldEyeVect, $worldNormal
&Normalize( $tangentEyeVect );
; stick the tangent space eye vector into oD0
mad oD0.xyz, $tangentEyeVect, $cHalf, $cHalf
dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
; dudv map
mov oT0.xy, $bumpTexCoord
; refract tint
mov oT3.xy, $bumpTexCoord
free $bumpTexCoord
alloc $newProjPos
alloc $w
mov oPos, $projPos
; special case perspective correct texture projection so that the texture fits exactly on the screen
mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w
add $projPos.xy, $projPos.xy, $projPos.w
mul $projPos.xy, $projPos.xy, $cHalf
; Do the perspective divide here. .yuck . . we aren't going to be perspective correct
rcp $w.w, $projPos.w
mul $projPos, $projPos, $w.w
#max $projPos.x, $projPos.x, -$cOne
#min $projPos.x, $projPos.x, $cOne
#max $projPos.z, $projPos.z, $cZero
#min $projPos.z, $projPos.z, $cOne
;------------------------------------------------------------------------------
; Transform the tangentS from world to view space
;------------------------------------------------------------------------------
alloc $projTangentS
; we only care about x and y
dp3 $projTangentS.x, $worldTangentS, $cViewProj0
dp3 $projTangentS.y, $worldTangentS, $cViewProj1
; project tangentS
mul $projTangentS.xy, $projTangentS.xy, $w.w
;max $projTangentS.xy, $projTangentS.xy, $cOne
;min $projTangentS.xy, $projTangentS.xy, -$cOne
;------------------------------------------------------------------------------
; Transform the tangentT from world to view space
;------------------------------------------------------------------------------
alloc $projTangentT
alloc $texCoord
; we only care about x and y
dp3 $projTangentT.x, $worldTangentT, $cViewProj0
dp3 $projTangentT.y, $worldTangentT, $cViewProj1
; project tangentT
mul $projTangentT.xy, $projTangentT.xy, $w.w
;max $projTangentT.xy, $projTangentT.xy, $cOne
;min $projTangentT.xy, $projTangentT.xy, -$cOne
;max $projPos.xy, $projPos.xy, $cOne
;min $projPos.xy, $projPos.xy, -$cOne
mul oT1.x, $projTangentS.x, $SHADER_SPECIFIC_CONST_3.x
mul oT1.y, $projTangentT.x, $SHADER_SPECIFIC_CONST_3.x
mov oT1.z, $projPos.x ; huh?
mul $texCoord.x, $projTangentS.y, -$SHADER_SPECIFIC_CONST_3.x
mul $texCoord.y, $projTangentT.y, -$SHADER_SPECIFIC_CONST_3.x
mov $texCoord.z, $projPos.y
mov oT2.xyz, $texCoord
mov oT3.xyz, $texCoord
free $texCoord
free $projPos
free $worldPos
free $worldEyeVect
free $tangentEyeVect
free $w
free $projTangentS
free $projTangentT
free $newProjPos
free $worldNormal
free $worldTangentS
free $worldTangentT