hl2_src-leak-2017/src/materialsystem/stdshaders/BumpmappedEnvmap.vsh

84 lines
2.6 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
;------------------------------------------------------------------------------
; Shader specific constant:
; $SHADER_SPECIFIC_CONST_4, $SHADER_SPECIFIC_CONST_5 = normal map transform
;------------------------------------------------------------------------------
#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
;------------------------------------------------------------------------------
; 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
&AllocateRegister( \$worldToEye );
; Compute the vector from vertex to camera
sub $worldToEye.xyz, $cEyePos, $worldPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$worldPos );
; Move it into the w component of the texture coords, as the wacky
; pixel shader wants it there.
mov oT1.w, $worldToEye.x
mov oT2.w, $worldToEye.y
mov oT3.w, $worldToEye.z
&FreeRegister( \$worldToEye );
;------------------------------------------------------------------------------
; Texture coordinates (normal map)
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
&FreeRegister( \$projPos );