vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" ;------------------------------------------------------------------------------ ; Shader specific constant: ; $SHADER_SPECIFIC_CONST_4, $SHADER_SPECIFIC_CONST_5 = normal map transform ;------------------------------------------------------------------------------ #include "macros.vsh" ;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$worldPos ); ; Transform position from object to world dp4 $worldPos.x, $vPos, $cModel0 dp4 $worldPos.y, $vPos, $cModel1 dp4 $worldPos.z, $vPos, $cModel2 &AllocateRegister( \$projPos ); ; Transform position from object to projection space dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3 mov oPos, $projPos ;------------------------------------------------------------------------------ ; Lighting ;------------------------------------------------------------------------------ ; Transform tangent space basis vectors to env map space (world space) ; This will produce a set of vectors mapping from tangent space to env space ; We'll use this to transform normals from the normal map from tangent space ; to environment map space. ; NOTE: use dp3 here since the basis vectors are vectors, not points dp3 oT1.x, $vTangentS, $cModel0 dp3 oT2.x, $vTangentS, $cModel1 dp3 oT3.x, $vTangentS, $cModel2 dp3 oT1.y, $vTangentT, $cModel0 dp3 oT2.y, $vTangentT, $cModel1 dp3 oT3.y, $vTangentT, $cModel2 dp3 oT1.z, $vNormal, $cModel0 dp3 oT2.z, $vNormal, $cModel1 dp3 oT3.z, $vNormal, $cModel2 &AllocateRegister( \$worldToEye ); ; Compute the vector from vertex to camera sub $worldToEye.xyz, $cEyePos, $worldPos ;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------ &CalcFog( $worldPos, $projPos ); &FreeRegister( \$worldPos ); ; Move it into the w component of the texture coords, as the wacky ; pixel shader wants it there. mov oT1.w, $worldToEye.x mov oT2.w, $worldToEye.y mov oT3.w, $worldToEye.z &FreeRegister( \$worldToEye ); ;------------------------------------------------------------------------------ ; Texture coordinates (normal map) ;------------------------------------------------------------------------------ dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5 &FreeRegister( \$projPos );