# DYNAMIC: "SKINNING" "0..1" vs.1.1 #include "macros.vsh" ;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$worldPos ); &AllocateRegister( \$worldNormal ); &AllocateRegister( \$projPos ); &SkinPositionAndNormal( $worldPos, $worldNormal ); if( $SKINNING == 1 ) { &Normalize( $worldNormal ); } ;------------------------------------------------------------------------------ ; 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 mov oPos, $projPos ;------------------------------------------------------------------------------ ; Fog - don't bother with water fog for intro effects ;------------------------------------------------------------------------------ &DepthFog( $projPos, "oFog" ); &FreeRegister( \$projPos ); ;------------------------------------------------------------------------------ ; Flesh area ;------------------------------------------------------------------------------ ; // Store the closest effect intensity ; o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance ; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius1.xyz ) * g_vEffectCenterOoRadius1.w ); ; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius2.xyz ) * g_vEffectCenterOoRadius2.w ); ; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius3.xyz ) * g_vEffectCenterOoRadius3.w ); ; o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius4.xyz ) * g_vEffectCenterOoRadius4.w ); alloc $tmp1 alloc $flEffect mov $flEffect, $cTwo mad $flEffect, $flEffect, $cTwo, $cTwo sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_1 dp3 $tmp1.w, $tmp1, $tmp1 rsq $tmp1.w, $tmp1.w rcp $tmp1.w, $tmp1.w mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_1.w min $flEffect, $flEffect, $tmp1.w sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_2 dp3 $tmp1.w, $tmp1, $tmp1 rsq $tmp1.w, $tmp1.w rcp $tmp1.w, $tmp1.w mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_2.w min $flEffect, $flEffect, $tmp1.w sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_3 dp3 $tmp1.w, $tmp1, $tmp1 rsq $tmp1.w, $tmp1.w rcp $tmp1.w, $tmp1.w mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_3.w min $flEffect, $flEffect, $tmp1.w sub $tmp1.xyz, $worldPos, $SHADER_SPECIFIC_CONST_4 dp3 $tmp1.w, $tmp1, $tmp1 rsq $tmp1.w, $tmp1.w rcp $tmp1.w, $tmp1.w mul $tmp1.w, $tmp1.w, $SHADER_SPECIFIC_CONST_4.w min $flEffect, $flEffect, $tmp1.w mov oD0, $flEffect ; float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz ); ; o.flDistanceToEffectCenter_flFresnelEffect.y = pow( saturate( dot( -vWorldViewVector.xyz, vWorldNormal.xyz ) ), 1.5f ); sub $tmp1, $worldPos, $cEyePos &Normalize( $tmp1 ); dp3 $tmp1, -$tmp1, $worldNormal max $tmp1, $tmp1, $cZero mul $tmp1, $tmp1, $tmp1 mov oD1, $tmp1 free $tmp1 free $flEffect ;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ mov oT0.xy, $vTexCoord0 alloc $tmp2 dp4 $tmp2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 $tmp2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 add oT1.xy, $tmp2, $SHADER_SPECIFIC_CONST_4 free $tmp2 ; YUCK! This is to make texcoords continuous for mat_softwaretl mov oT2, $cZero &FreeRegister( \$worldPos ); &FreeRegister( \$worldNormal );