vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" #include "macros.vsh" ;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &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 ;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------ 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 &FreeRegister( \$projPos ); ;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ ; Compute the texture coordinates given the offset between ; each bumped lightmap &AllocateRegister( \$offset ); mov $offset.xy, $vTexCoord2 dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 add oT1.xy, $offset, $vTexCoord1 mad oT2.xy, $offset, $cTwo, $vTexCoord1 ; make a 3 alloc $three add $three, $cOne, $cTwo mad oT3.xy, $offset, $three, $vTexCoord1 free $three &FreeRegister( \$offset );