hl2_src-leak-2017/src/materialsystem/stdshaders/Water_ps14.vsh

95 lines
2.5 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "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]
;
; $SHADER_SPECIFIC_CONST_0..$SHADER_SPECIFIC_CONST_3 - special proj matrix
;
; 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
;------------------------------------------------------------------------------
alloc $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
alloc $worldPos
; Transform position from object to world space
dp4 $worldPos.x, $vPos, $cModel0
dp4 $worldPos.y, $vPos, $cModel1
dp4 $worldPos.z, $vPos, $cModel2
&CalcFog( $worldPos, $projPos );
alloc $worldEyeVect
; Get the eye vector in world space
add $worldEyeVect.xyz, -$worldPos, $cEyePos
alloc $tangentEyeVect
; transform the eye vector to tangent space
dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS
dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT
dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal
mov $tangentEyeVect.w, $cZero
mov oT5, $tangentEyeVect
; base coordinates
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
; reflection
alloc $projPosReflect
mov $projPosReflect, $projPos
add $projPosReflect.xy, $projPosReflect, $projPosReflect.w
mul $projPosReflect.xy, $projPosReflect, $cHalf
mov oT1, $projPosReflect
; refraction
mov $projPos.y, -$projPos.y
add $projPos.xy, $projPos, $projPos.w
mul $projPos.xy, $projPos, $cHalf
mov oT2, $projPos
; reflectionscale, refractionscale
mov oT4, $SHADER_SPECIFIC_CONST_4
free $worldEyeVect
free $tangentEyeVect
free $projPosReflect
free $worldPos
free $projPos