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

111 lines
3.0 KiB
GLSL

#include "macros.vsh"
;------------------------------------------------------------------------------
; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform
; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform
; $SHADER_SPECIFIC_CONST_4 = Modulation color
;------------------------------------------------------------------------------
sub LightmappedGeneric
{
local( $detail ) = shift;
local( $envmap ) = shift;
local( $envmapcameraspace ) = shift;
local( $envmapsphere ) = shift;
local( $vertexcolor ) = shift;
local( $worldPos, $worldNormal, $projPos, $reflectionVector );
&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
&AllocateRegister( \$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 );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
; base texcoords
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
; lightmap texcoords
mov oT1, $vTexCoord1
if( $envmap )
{
&AllocateRegister( \$worldNormal );
; Transform the position + normal to world space
dp4 $worldPos.x, $vPos, $cModel0
dp4 $worldPos.y, $vPos, $cModel1
if( $DOWATERFOG ne 1 )
{
dp4 $worldPos.z, $vPos, $cModel2
}
dp3 $worldNormal.x, $vNormal, $cModel0
dp3 $worldNormal.y, $vNormal, $cModel1
dp3 $worldNormal.z, $vNormal, $cModel2
if( $envmapcameraspace )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
; transform reflection vector into view space
dp3 oT2.x, $reflectionVector, $cViewModel0
dp3 oT2.y, $reflectionVector, $cViewModel1
dp3 oT2.z, $reflectionVector, $cViewModel2
&FreeRegister( \$reflectionVector );
}
elsif( $envmapsphere )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
&ComputeSphereMapTexCoords( $reflectionVector, "oT2" );
&FreeRegister( \$reflectionVector );
}
else
{
&ComputeReflectionVector( $worldPos, $worldNormal, "oT2" );
}
; envmap mask
dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 ; FIXME
dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 ; FIXME
# &FreeRegister( \$worldPos );
&FreeRegister( \$worldNormal );
}
&FreeRegister( \$worldPos ); # garymcthack
if( $detail )
{
dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 ; FIXME
dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5 ; FIXME
}
if( $vertexcolor )
{
; Modulation color
mul oD0, $vColor, $cModulationColor
}
else
{
; Modulation color
mov oD0, $cModulationColor
}
}