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

118 lines
3.1 KiB
GLSL

vs.1.1
#include "macros.vsh"
# DYNAMIC: "DOWATERFOG" "0..1"
;------------------------------------------------------------------------------
; The cable equation is:
; [L dot N] * C * T
;
; where:
; C = directional light color
; T = baseTexture
; N = particle normal (stored in the normal map)
; L = directional light direction
;
; $SHADER_SPECIFIC_CONST_0 = Directional light direction
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; Transform position from object to projection space
;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
alloc $worldPos
if( $DOWATERFOG == 1 )
{
; Get the worldpos z component only since that's all we need for height fog
dp4 $worldPos.z, $vPos, $cModel2
}
&CalcFog( $worldPos, $projPos );
free $worldPos
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Setup the tangent space
;------------------------------------------------------------------------------
&AllocateRegister( \$tmp1 );
&AllocateRegister( \$tmp2 );
&AllocateRegister( \$tmp3 );
&AllocateRegister( \$r );
; Get S crossed with T (call it R)
mov $tmp1, $vTangentS
mov $tmp2, $vTangentT
mul $tmp3, $vTangentS.yzxw, $tmp2.zxyw
mad $r, -$vTangentS.zxyw, $tmp2.yzxw, $tmp3
&FreeRegister( \$tmp2 );
&FreeRegister( \$tmp3 );
&AllocateRegister( \$s );
; Normalize S (into $s)
dp3 $s.w, $vTangentS, $vTangentS
rsq $s.w, $s.w
mul $s.xyz, $vTangentS, $s.w
; Normalize R (into $r)
dp3 $r.w, $r, $r
rsq $r.w, $r.w
mul $r.xyz, $r, $r.w
&AllocateRegister( \$t );
; Regenerate T (into $t)
mul $t, $r.yzxw, $tmp1.zxyw
mad $t, -$r.zxyw, $tmp1.yzxw, $t
&FreeRegister( \$tmp1 );
;------------------------------------------------------------------------------
; Transform the light direction (into oD1)
;------------------------------------------------------------------------------
&AllocateRegister( \$lightDirection );
dp3 $lightDirection.x, $s, $SHADER_SPECIFIC_CONST_0
dp3 $lightDirection.y, $t, $SHADER_SPECIFIC_CONST_0
dp3 $lightDirection.z, $r, $SHADER_SPECIFIC_CONST_0
&FreeRegister( \$r );
&FreeRegister( \$s );
&FreeRegister( \$t );
; Scale into 0-1 range (we're assuming light direction was normalized prior to here)
add oT2, $lightDirection, $cHalf ; + 0.5
&FreeRegister( \$lightDirection );
;------------------------------------------------------------------------------
; Copy texcoords for the normal map and base texture
;------------------------------------------------------------------------------
mov oT0, $vTexCoord0
mov oT1, $vTexCoord1
; Pass the dirlight color through
mov oD0.xyzw, $vColor