vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "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 ;------------------------------------------------------------------------------ ; Transform position from object to world space alloc $worldPos &SkinPosition( $worldPos ); ; Project to view space alloc $projPos dp4 $projPos.x, $worldPos, $cViewProj0 dp4 $projPos.y, $worldPos, $cViewProj1 dp4 $projPos.z, $worldPos, $cViewProj2 dp4 $projPos.w, $worldPos, $cViewProj3 mov oPos, $projPos &CalcFog( $worldPos, $projPos ); 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 oT0.xy, $projPos.xy mov oT0.z, $cZero mov oT0.w, $projPos.w free $projPos free $worldPos free $newProjPos ; alpha map alloc $bumpTexCoord dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 mov oT1.xy, $bumpTexCoord free $bumpTexCoord