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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.
111 lines
3.0 KiB
GLSL
111 lines
3.0 KiB
GLSL
#include "macros.vsh"
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;------------------------------------------------------------------------------
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; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform
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; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform
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; $SHADER_SPECIFIC_CONST_4 = Modulation color
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;------------------------------------------------------------------------------
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sub LightmappedGeneric
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{
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local( $detail ) = shift;
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local( $envmap ) = shift;
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local( $envmapcameraspace ) = shift;
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local( $envmapsphere ) = shift;
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local( $vertexcolor ) = shift;
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local( $worldPos, $worldNormal, $projPos, $reflectionVector );
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&AllocateRegister( \$projPos );
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dp4 $projPos.x, $vPos, $cModelViewProj0
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dp4 $projPos.y, $vPos, $cModelViewProj1
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dp4 $projPos.z, $vPos, $cModelViewProj2
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dp4 $projPos.w, $vPos, $cModelViewProj3
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mov oPos, $projPos
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&AllocateRegister( \$worldPos );
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if( $DOWATERFOG == 1 )
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{
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; Get the worldpos z component only since that's all we need for height fog
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dp4 $worldPos.z, $vPos, $cModel2
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}
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&CalcFog( $worldPos, $projPos );
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&FreeRegister( \$projPos );
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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; base texcoords
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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; lightmap texcoords
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mov oT1, $vTexCoord1
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if( $envmap )
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{
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&AllocateRegister( \$worldNormal );
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; Transform the position + normal to world space
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dp4 $worldPos.x, $vPos, $cModel0
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dp4 $worldPos.y, $vPos, $cModel1
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if( $DOWATERFOG ne 1 )
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{
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dp4 $worldPos.z, $vPos, $cModel2
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}
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dp3 $worldNormal.x, $vNormal, $cModel0
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dp3 $worldNormal.y, $vNormal, $cModel1
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dp3 $worldNormal.z, $vNormal, $cModel2
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if( $envmapcameraspace )
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{
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&AllocateRegister( \$reflectionVector );
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&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
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; transform reflection vector into view space
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dp3 oT2.x, $reflectionVector, $cViewModel0
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dp3 oT2.y, $reflectionVector, $cViewModel1
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dp3 oT2.z, $reflectionVector, $cViewModel2
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&FreeRegister( \$reflectionVector );
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}
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elsif( $envmapsphere )
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{
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&AllocateRegister( \$reflectionVector );
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&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
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&ComputeSphereMapTexCoords( $reflectionVector, "oT2" );
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&FreeRegister( \$reflectionVector );
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}
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else
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{
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&ComputeReflectionVector( $worldPos, $worldNormal, "oT2" );
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}
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; envmap mask
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dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 ; FIXME
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dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 ; FIXME
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# &FreeRegister( \$worldPos );
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&FreeRegister( \$worldNormal );
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}
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&FreeRegister( \$worldPos ); # garymcthack
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if( $detail )
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{
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dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 ; FIXME
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dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5 ; FIXME
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}
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if( $vertexcolor )
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{
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; Modulation color
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mul oD0, $vColor, $cModulationColor
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}
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else
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{
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; Modulation color
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mov oD0, $cModulationColor
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}
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}
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