mirror of
https://github.com/mapbase-source/source-sdk-2013.git
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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.
169 lines
4.7 KiB
GLSL
169 lines
4.7 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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; 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 $worldPos
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alloc $worldNormal
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alloc $worldTangentS
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alloc $worldTangentT
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alloc $projPos
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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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dp3 $worldPos.x, $vPos, $cModel0
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dp3 $worldPos.y, $vPos, $cModel1
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dp3 $worldPos.z, $vPos, $cModel2
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dp3 $worldNormal.x, $vNormal, $cModel0
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dp3 $worldNormal.y, $vNormal, $cModel1
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dp3 $worldNormal.z, $vNormal, $cModel2
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dp3 $worldTangentS.x, $vTangentS, $cModel0
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dp3 $worldTangentS.y, $vTangentS, $cModel1
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dp3 $worldTangentS.z, $vTangentS, $cModel2
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dp3 $worldTangentT.x, $vTangentT, $cModel0
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dp3 $worldTangentT.y, $vTangentT, $cModel1
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dp3 $worldTangentT.z, $vTangentT, $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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alloc $bumpTexCoord
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; transform the eye vector to tangent space
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dp3 $tangentEyeVect.x, $worldEyeVect, $worldTangentS
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dp3 $tangentEyeVect.y, $worldEyeVect, $worldTangentT
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dp3 $tangentEyeVect.z, $worldEyeVect, $worldNormal
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&Normalize( $tangentEyeVect );
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; stick the tangent space eye vector into oD0
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mad oD0.xyz, $tangentEyeVect, $cHalf, $cHalf
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dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
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; dudv map
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mov oT0.xy, $bumpTexCoord
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; refract tint
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mov oT3.xy, $bumpTexCoord
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free $bumpTexCoord
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alloc $newProjPos
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alloc $w
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mov oPos, $projPos
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; special case perspective correct texture projection so that the texture fits exactly on the screen
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mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w
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add $projPos.xy, $projPos.xy, $projPos.w
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mul $projPos.xy, $projPos.xy, $cHalf
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; Do the perspective divide here. .yuck . . we aren't going to be perspective correct
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rcp $w.w, $projPos.w
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mul $projPos, $projPos, $w.w
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#max $projPos.x, $projPos.x, -$cOne
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#min $projPos.x, $projPos.x, $cOne
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#max $projPos.z, $projPos.z, $cZero
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#min $projPos.z, $projPos.z, $cOne
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;------------------------------------------------------------------------------
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; Transform the tangentS from world to view space
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;------------------------------------------------------------------------------
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alloc $projTangentS
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; we only care about x and y
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dp3 $projTangentS.x, $worldTangentS, $cViewProj0
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dp3 $projTangentS.y, $worldTangentS, $cViewProj1
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; project tangentS
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mul $projTangentS.xy, $projTangentS.xy, $w.w
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;max $projTangentS.xy, $projTangentS.xy, $cOne
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;min $projTangentS.xy, $projTangentS.xy, -$cOne
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;------------------------------------------------------------------------------
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; Transform the tangentT from world to view space
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;------------------------------------------------------------------------------
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alloc $projTangentT
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alloc $texCoord
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; we only care about x and y
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dp3 $projTangentT.x, $worldTangentT, $cViewProj0
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dp3 $projTangentT.y, $worldTangentT, $cViewProj1
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; project tangentT
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mul $projTangentT.xy, $projTangentT.xy, $w.w
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;max $projTangentT.xy, $projTangentT.xy, $cOne
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;min $projTangentT.xy, $projTangentT.xy, -$cOne
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;max $projPos.xy, $projPos.xy, $cOne
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;min $projPos.xy, $projPos.xy, -$cOne
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mul oT1.x, $projTangentS.x, $SHADER_SPECIFIC_CONST_3.x
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mul oT1.y, $projTangentT.x, $SHADER_SPECIFIC_CONST_3.x
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mov oT1.z, $projPos.x ; huh?
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mul $texCoord.x, $projTangentS.y, -$SHADER_SPECIFIC_CONST_3.x
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mul $texCoord.y, $projTangentT.y, -$SHADER_SPECIFIC_CONST_3.x
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mov $texCoord.z, $projPos.y
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mov oT2.xyz, $texCoord
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mov oT3.xyz, $texCoord
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free $texCoord
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free $projPos
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free $worldPos
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free $worldEyeVect
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free $tangentEyeVect
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free $w
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free $projTangentS
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free $projTangentT
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free $newProjPos
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free $worldNormal
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free $worldTangentS
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free $worldTangentT
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