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

98 lines
3.1 KiB
GLSL

vs.1.1
# STATIC: "INTRO" "0..1"
# STATIC: "HALF_LAMBERT" "0..1"
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "LIGHT_COMBO" "0..21"
# DYNAMIC: "SKINNING" "0..1"
;------------------------------------------------------------------------------
; $SHADER_SPECIFIC_CONST_0 = xyz = mouth forward direction vector, w = illum factor
;------------------------------------------------------------------------------
#include "macros.vsh"
$WARPPARAM = $SHADER_SPECIFIC_CONST_2;
$ENTITY_ORIGIN = $SHADER_SPECIFIC_CONST_3;
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
alloc $worldPos
alloc $worldNormal
&SkinPositionAndNormal( $worldPos, $worldNormal );
;------------------------------------------------------------------------------
; Optional intro warping
;------------------------------------------------------------------------------
if ( $INTRO == 1 )
{
alloc $tmp
sub $tmp.xyz, $worldPos, $ENTITY_ORIGIN
mul $tmp.xy, $tmp, $WARPPARAM
add $worldPos.xyz, $tmp, $ENTITY_ORIGIN
free $tmp
}
;------------------------------------------------------------------------------
; Transform the position from world 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
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
free $projPos
;------------------------------------------------------------------------------
; Lighting
;------------------------------------------------------------------------------
alloc $linearColor
&DoDynamicLightingToLinear( $worldPos, $worldNormal, $linearColor );
;------------------------------------------------------------------------------
; Factor in teeth darkening factors
;------------------------------------------------------------------------------
alloc $tmp
mul $linearColor.xyz, $SHADER_SPECIFIC_CONST_0.w, $linearColor ; FIXME Color darkened by illumination factor
dp3 $tmp, $worldNormal, $SHADER_SPECIFIC_CONST_0 ; Figure out mouth forward dot normal
max $tmp, $cZero, $tmp ; clamp from 0 to 1
mul $linearColor.xyz, $tmp, $linearColor ; Darken by forward dot normal too
;------------------------------------------------------------------------------
; Output color (gamma correction)
;------------------------------------------------------------------------------
alloc $gammaColor
&LinearToGamma( $linearColor, $gammaColor );
free $linearColor
mul oD0.xyz, $gammaColor.xyz, $cOverbrightFactor
mov oD0.w, $cOne ; make sure all components are defined
free $gammaColor
free $worldPos
free $worldNormal
free $tmp
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
mov oT0, $vTexCoord0