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

106 lines
2.8 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "SKINNING" "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
&SkinPositionNormalAndTangentSpace( $worldPos, $worldNormal,
$worldTangentS, $worldTangentT );
alloc $projPos
; Transform position from world to projection space
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
&CalcFog( $worldPos, $projPos );
alloc $worldEyeVect
; Get the eye vector in world space
add $worldEyeVect.xyz, -$worldPos, $cEyePos
alloc $tangentEyeVect
; transform the eye vector to tangent space
dp3 oT3.x, $worldEyeVect, $worldTangentS
dp3 oT3.y, $worldEyeVect, $worldTangentT
dp3 oT3.z, $worldEyeVect, $worldNormal
alloc $bumpTexCoord
dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
; dudv map
mov oT0.xy, $bumpTexCoord
; refract tint + alpha channel
mov oT2.xy, $bumpTexCoord
mov oT3.xy, $bumpTexCoord
free $bumpTexCoord
mov oPos, $projPos
; special case perspective correct texture projection so that the texture fits exactly on the screen
; flip Y by multiplying by -1
mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w
; transform from [-w,w] to [0,2*w]
; The reason this is w is because we are in perspective space/homogenous clip space.
add $projPos.xy, $projPos.xy, $projPos.w
; transform from [0,2*w] to [0,w]
; We'll end up dividing by w in the pixel shader to get to [0,1]
mul $projPos.xy, $projPos.xy, $cHalf
mov oT1.xy, $projPos.xy
; emit w to both z and w in case the driver screws up and divides by z
mov oT1.z, $projPos.w
mov oT1.w, $projPos.w
free $projPos
free $worldPos
free $worldEyeVect
free $tangentEyeVect
free $w
free $worldNormal
free $worldTangentS
free $worldTangentT