vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" #include "macros.vsh" ;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ alloc $projPos ; Transform position from object to projection space ; put in r1 now since we need it for fog. dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3 mov oPos, $projPos alloc $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 ); free $worldPos ;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ ; Compute the texture coordinates given the offset between ; each bumped lightmap &AllocateRegister( \$bumpOffset ); mov $bumpOffset.xy, $vTexCoord2 mov oT0, $vTexCoord0 ; bumpmap texcoords add oT1.xy, $bumpOffset, $vTexCoord1 ; first lightmap texcoord mad oT2.xy, $bumpOffset, $cTwo, $vTexCoord1 ; second lightmap texcoord ; make a 3 alloc $three add $three, $cOne, $cTwo mad oT3.xy, $bumpOffset, $three, $vTexCoord1 ; third lightmap texcoord free $three &FreeRegister( \$bumpOffset ); ;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------ free $projPos