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

116 lines
3.0 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "SKINNING" "0..1"
#include "macros.vsh"
local( $worldPos, $worldNormal, $projPos );
alloc $worldPos
alloc $projPos
&SkinPosition( $worldPos );
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
;------------------------------------------------------------------------------
; Normal is based on vertex position
;------------------------------------------------------------------------------
&AllocateRegister( \$worldNormal );
&AllocateRegister( \$normalDotUp );
sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_6 ; Normal = (Pos - Eye origin)
dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_7 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up
mul $normalDotUp, $normalDotUp, $cHalf
mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_7, $worldNormal
&FreeRegister( \$normalDotUp );
; normalize the normal
&Normalize( $worldNormal );
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
; base tex coords
mov oT1.xy, $vTexCoord0
; spotlight texcoords
dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1
dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2
dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3
dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4
local( $worldPosToLightVector, $distFactors );
alloc $worldPosToLightVector
sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0.xyz, $worldPos
local( $distatten );
alloc $distatten
; $distatten = [ 1, 1/dist, 1/distsquared ]
; dist squared
dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector
; oodist
rsq $distatten.y, $distatten.z
mov $distatten.x, $cOne
local( $dist );
alloc $dist
mul $dist.x, $distatten.z, $distatten.y
rcp $distatten.z, $distatten.z ; 1/distsquared
local( $endFalloffFactor );
alloc $endFalloffFactor
; ( dist - farZ )
sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w
; 1 / ( (0.6f * farZ) - farZ)
mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w
max $endFalloffFactor, $endFalloffFactor, $cZero
min $endFalloffFactor, $endFalloffFactor, $cOne
local( $vertAtten );
alloc $vertAtten
dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5
mul $vertAtten, $vertAtten, $endFalloffFactor
; Normalize L
&Normalize( $worldPosToLightVector );
; N.L
dp3 $worldNormal, $worldNormal, $worldPosToLightVector
; Modulate distance attenuation with N.L
mul oD0, $vertAtten, $worldNormal
; iris
dp4 oT3.x, $SHADER_SPECIFIC_CONST_8, $worldPos
dp4 oT3.y, $SHADER_SPECIFIC_CONST_9, $worldPos
free $dist
free $endFalloffFactor
free $worldPos
free $worldNormal
free $projPos
free $worldPosToLightVector
free $distatten
free $vertAtten