vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" #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 ;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------ &CalcFog( $worldPos, $projPos ); &FreeRegister( \$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 ; Compute the vector from vertex to camera &AllocateRegister( \$worldEyeVect ); sub $worldEyeVect.xyz, $cEyePos, $worldPos &FreeRegister( \$worldPos ); ; Move it into the w component of the texture coords, as the wacky ; pixel shader wants it there. mov oT1.w, $worldEyeVect.x mov oT2.w, $worldEyeVect.y mov oT3.w, $worldEyeVect.z ; Get the magnitude of worldEyeVect dp3 $worldEyeVect.w, $worldEyeVect, $worldEyeVect rsq $worldEyeVect.w, $worldEyeVect.w rcp $worldEyeVect.w, $worldEyeVect.w ; calculate the cheap water blend factor and stick it into oD0.a ; NOTE: This won't be perspective correct!!!!! ; OPTIMIZE: This could turn into a mad. add $worldEyeVect.w, $worldEyeVect.w, -$SHADER_SPECIFIC_CONST_2.x mul oD0, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_2.y &FreeRegister( \$worldEyeVect ); ;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1