vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" ;------------------------------------------------------------------------------ ; Constants specified by the app ; c0 = (0, 1, 2, 0.5) ; c1 = (1/2.2, 0, 0, 0) ; c2 = camera position *in world space* ; c4-c7 = modelViewProj matrix (transpose) ; c8-c11 = ViewProj matrix (transpose) ; c12-c15 = model->view matrix (transpose) ; c16 = [fogStart, fogEnd, fogRange, undefined] ; ; Vertex components (as specified in the vertex DECL) ; $vPos = Position ; $vTexCoord0.xy = TexCoord0 ;------------------------------------------------------------------------------ #include "macros.vsh" ; Vertex components ; $vPos = Position ; $vNormal = normal ; $vTexCoord0.xy = TexCoord0 ; $vTangentS = S axis of Texture space ; $vTangentT = T axis of Texture space ;------------------------------------------------------------------------------ ; Transform the position from world to view space ;------------------------------------------------------------------------------ alloc $worldPos alloc $worldNormal alloc $worldTangentS alloc $worldTangentT alloc $projPos dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3 mov oPos, $projPos dp3 $worldPos.x, $vPos, $cModel0 dp3 $worldPos.y, $vPos, $cModel1 dp3 $worldPos.z, $vPos, $cModel2 dp3 $worldNormal.x, $vNormal, $cModel0 dp3 $worldNormal.y, $vNormal, $cModel1 dp3 $worldNormal.z, $vNormal, $cModel2 dp3 $worldTangentS.x, $vTangentS, $cModel0 dp3 $worldTangentS.y, $vTangentS, $cModel1 dp3 $worldTangentS.z, $vTangentS, $cModel2 dp3 $worldTangentT.x, $vTangentT, $cModel0 dp3 $worldTangentT.y, $vTangentT, $cModel1 dp3 $worldTangentT.z, $vTangentT, $cModel2 &CalcFog( $worldPos, $projPos ); alloc $worldEyeVect ; Get the eye vector in world space add $worldEyeVect.xyz, -$worldPos, $cEyePos alloc $tangentEyeVect alloc $bumpTexCoord ; transform the eye vector to tangent space dp3 $tangentEyeVect.x, $worldEyeVect, $worldTangentS dp3 $tangentEyeVect.y, $worldEyeVect, $worldTangentT dp3 $tangentEyeVect.z, $worldEyeVect, $worldNormal &Normalize( $tangentEyeVect ); ; stick the tangent space eye vector into oD0 mad oD0.xyz, $tangentEyeVect, $cHalf, $cHalf dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 ; dudv map mov oT0.xy, $bumpTexCoord ; refract tint mov oT3.xy, $bumpTexCoord free $bumpTexCoord alloc $newProjPos alloc $w mov oPos, $projPos ; special case perspective correct texture projection so that the texture fits exactly on the screen mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w add $projPos.xy, $projPos.xy, $projPos.w mul $projPos.xy, $projPos.xy, $cHalf ; Do the perspective divide here. .yuck . . we aren't going to be perspective correct rcp $w.w, $projPos.w mul $projPos, $projPos, $w.w #max $projPos.x, $projPos.x, -$cOne #min $projPos.x, $projPos.x, $cOne #max $projPos.z, $projPos.z, $cZero #min $projPos.z, $projPos.z, $cOne ;------------------------------------------------------------------------------ ; Transform the tangentS from world to view space ;------------------------------------------------------------------------------ alloc $projTangentS ; we only care about x and y dp3 $projTangentS.x, $worldTangentS, $cViewProj0 dp3 $projTangentS.y, $worldTangentS, $cViewProj1 ; project tangentS mul $projTangentS.xy, $projTangentS.xy, $w.w ;max $projTangentS.xy, $projTangentS.xy, $cOne ;min $projTangentS.xy, $projTangentS.xy, -$cOne ;------------------------------------------------------------------------------ ; Transform the tangentT from world to view space ;------------------------------------------------------------------------------ alloc $projTangentT alloc $texCoord ; we only care about x and y dp3 $projTangentT.x, $worldTangentT, $cViewProj0 dp3 $projTangentT.y, $worldTangentT, $cViewProj1 ; project tangentT mul $projTangentT.xy, $projTangentT.xy, $w.w ;max $projTangentT.xy, $projTangentT.xy, $cOne ;min $projTangentT.xy, $projTangentT.xy, -$cOne ;max $projPos.xy, $projPos.xy, $cOne ;min $projPos.xy, $projPos.xy, -$cOne mul oT1.x, $projTangentS.x, $SHADER_SPECIFIC_CONST_3.x mul oT1.y, $projTangentT.x, $SHADER_SPECIFIC_CONST_3.x mov oT1.z, $projPos.x ; huh? mul $texCoord.x, $projTangentS.y, -$SHADER_SPECIFIC_CONST_3.x mul $texCoord.y, $projTangentT.y, -$SHADER_SPECIFIC_CONST_3.x mov $texCoord.z, $projPos.y mov oT2.xyz, $texCoord mov oT3.xyz, $texCoord free $texCoord free $projPos free $worldPos free $worldEyeVect free $tangentEyeVect free $w free $projTangentS free $projTangentT free $newProjPos free $worldNormal free $worldTangentS free $worldTangentT