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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.
98 lines
3.1 KiB
GLSL
98 lines
3.1 KiB
GLSL
vs.1.1
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# STATIC: "INTRO" "0..1"
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# STATIC: "HALF_LAMBERT" "0..1"
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# DYNAMIC: "DOWATERFOG" "0..1"
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# DYNAMIC: "LIGHT_COMBO" "0..21"
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# DYNAMIC: "SKINNING" "0..1"
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;------------------------------------------------------------------------------
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; $SHADER_SPECIFIC_CONST_0 = xyz = mouth forward direction vector, w = illum factor
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;------------------------------------------------------------------------------
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#include "macros.vsh"
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$WARPPARAM = $SHADER_SPECIFIC_CONST_2;
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$ENTITY_ORIGIN = $SHADER_SPECIFIC_CONST_3;
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;------------------------------------------------------------------------------
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; Vertex blending
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;------------------------------------------------------------------------------
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alloc $worldPos
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alloc $worldNormal
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&SkinPositionAndNormal( $worldPos, $worldNormal );
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;------------------------------------------------------------------------------
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; Optional intro warping
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;------------------------------------------------------------------------------
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if ( $INTRO == 1 )
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{
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alloc $tmp
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sub $tmp.xyz, $worldPos, $ENTITY_ORIGIN
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mul $tmp.xy, $tmp, $WARPPARAM
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add $worldPos.xyz, $tmp, $ENTITY_ORIGIN
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free $tmp
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}
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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 $projPos
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dp4 $projPos.x, $worldPos, $cViewProj0
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dp4 $projPos.y, $worldPos, $cViewProj1
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dp4 $projPos.z, $worldPos, $cViewProj2
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dp4 $projPos.w, $worldPos, $cViewProj3
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mov oPos, $projPos
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;------------------------------------------------------------------------------
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; Fog
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;------------------------------------------------------------------------------
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&CalcFog( $worldPos, $projPos );
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free $projPos
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;------------------------------------------------------------------------------
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; Lighting
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;------------------------------------------------------------------------------
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alloc $linearColor
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&DoDynamicLightingToLinear( $worldPos, $worldNormal, $linearColor );
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;------------------------------------------------------------------------------
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; Factor in teeth darkening factors
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;------------------------------------------------------------------------------
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alloc $tmp
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mul $linearColor.xyz, $SHADER_SPECIFIC_CONST_0.w, $linearColor ; FIXME Color darkened by illumination factor
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dp3 $tmp, $worldNormal, $SHADER_SPECIFIC_CONST_0 ; Figure out mouth forward dot normal
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max $tmp, $cZero, $tmp ; clamp from 0 to 1
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mul $linearColor.xyz, $tmp, $linearColor ; Darken by forward dot normal too
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;------------------------------------------------------------------------------
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; Output color (gamma correction)
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;------------------------------------------------------------------------------
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alloc $gammaColor
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&LinearToGamma( $linearColor, $gammaColor );
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free $linearColor
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mul oD0.xyz, $gammaColor.xyz, $cOverbrightFactor
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mov oD0.w, $cOne ; make sure all components are defined
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free $gammaColor
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free $worldPos
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free $worldNormal
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free $tmp
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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mov oT0, $vTexCoord0
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