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

58 lines
1.6 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
alloc $projPos
; Transform position from object to projection space
; put in r1 now since we need it for fog.
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
alloc $worldPos
if( $DOWATERFOG == 1 )
{
; Get the worldpos z component only since that's all we need for height fog
dp4 $worldPos.z, $vPos, $cModel2
}
&CalcFog( $worldPos, $projPos );
free $worldPos
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
; Compute the texture coordinates given the offset between
; each bumped lightmap
&AllocateRegister( \$bumpOffset );
mov $bumpOffset.xy, $vTexCoord2
mov oT0, $vTexCoord0 ; bumpmap texcoords
add oT1.xy, $bumpOffset, $vTexCoord1 ; first lightmap texcoord
mad oT2.xy, $bumpOffset, $cTwo, $vTexCoord1 ; second lightmap texcoord
; make a 3
alloc $three
add $three, $cOne, $cTwo
mad oT3.xy, $bumpOffset, $three, $vTexCoord1 ; third lightmap texcoord
free $three
&FreeRegister( \$bumpOffset );
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
free $projPos