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 $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 alloc $worldPos ; Transform position from object to world space dp4 $worldPos.x, $vPos, $cModel0 dp4 $worldPos.y, $vPos, $cModel1 dp4 $worldPos.z, $vPos, $cModel2 &CalcFog( $worldPos, $projPos ); alloc $worldEyeVect ; Get the eye vector in world space add $worldEyeVect.xyz, -$worldPos, $cEyePos ; transform the eye vector to tangent space dp3 oT3.x, $worldEyeVect, $vTangentS dp3 oT3.y, $worldEyeVect, $vTangentT dp3 oT3.z, $worldEyeVect, $vNormal ; 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_3.x mul oD0, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_3.y ; dudv map alloc $bumpTexCoord dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 mov oT0.xy, $bumpTexCoord ; normal map mov oT2.xy, $bumpTexCoord free $bumpTexCoord alloc $newProjPos 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 mov oT1.xy, $projPos.xy mov oT1.z, $cZero mov oT1.w, $projPos.w free $projPos free $worldPos free $worldEyeVect free $projTangentS free $projTangentT free $newProjPos