vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1" #include "macros.vsh" local( $worldPos, $worldNormal, $projPos ); alloc $worldPos alloc $projPos &SkinPosition( $worldPos ); ;------------------------------------------------------------------------------ ; Transform the position from world to view space ;------------------------------------------------------------------------------ dp4 $projPos.x, $worldPos, $cViewProj0 dp4 $projPos.y, $worldPos, $cViewProj1 dp4 $projPos.z, $worldPos, $cViewProj2 dp4 $projPos.w, $worldPos, $cViewProj3 ;------------------------------------------------------------------------------ ; Normal is based on vertex position ;------------------------------------------------------------------------------ &AllocateRegister( \$worldNormal ); &AllocateRegister( \$normalDotUp ); sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_6 ; Normal = (Pos - Eye origin) dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_7 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up mul $normalDotUp, $normalDotUp, $cHalf mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_7, $worldNormal &FreeRegister( \$normalDotUp ); ; normalize the normal &Normalize( $worldNormal ); mov oPos, $projPos ;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------ &CalcFog( $worldPos, $projPos ); ; base tex coords mov oT1.xy, $vTexCoord0 ; spotlight texcoords dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1 dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2 dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3 dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4 local( $worldPosToLightVector, $distFactors ); alloc $worldPosToLightVector sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0.xyz, $worldPos local( $distatten ); alloc $distatten ; $distatten = [ 1, 1/dist, 1/distsquared ] ; dist squared dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector ; oodist rsq $distatten.y, $distatten.z mov $distatten.x, $cOne local( $dist ); alloc $dist mul $dist.x, $distatten.z, $distatten.y rcp $distatten.z, $distatten.z ; 1/distsquared local( $endFalloffFactor ); alloc $endFalloffFactor ; ( dist - farZ ) sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w ; 1 / ( (0.6f * farZ) - farZ) mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w max $endFalloffFactor, $endFalloffFactor, $cZero min $endFalloffFactor, $endFalloffFactor, $cOne local( $vertAtten ); alloc $vertAtten dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5 mul $vertAtten, $vertAtten, $endFalloffFactor ; Normalize L &Normalize( $worldPosToLightVector ); ; N.L dp3 $worldNormal, $worldNormal, $worldPosToLightVector ; Modulate distance attenuation with N.L mul oD0, $vertAtten, $worldNormal ; iris dp4 oT3.x, $SHADER_SPECIFIC_CONST_8, $worldPos dp4 oT3.y, $SHADER_SPECIFIC_CONST_9, $worldPos free $dist free $endFalloffFactor free $worldPos free $worldNormal free $projPos free $worldPosToLightVector free $distatten free $vertAtten