hl2_src-leak-2017/src/materialsystem/stdshaders/emissive_scroll_blended_pas...

62 lines
1.9 KiB
GLSL

# DYNAMIC: "SKINNING" "0..1"
vs.1.1
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&AllocateRegister( \$worldNormal );
&AllocateRegister( \$projPos );
&SkinPositionAndNormal( $worldPos, $worldNormal );
if( $SKINNING == 1 )
{
&Normalize( $worldNormal );
}
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog - don't bother with water fog for intro effects
;------------------------------------------------------------------------------
&DepthFog( $projPos, "oFog" );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Lighting
;------------------------------------------------------------------------------
mov oD0, $cHalf
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
alloc $tmp2
dp4 $tmp2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 $tmp2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
add oT1.xy, $tmp2, $SHADER_SPECIFIC_CONST_4
free $tmp2
; YUCK! This is to make texcoords continuous for mat_softwaretl
mov oT2, $cZero
&FreeRegister( \$worldPos );
&FreeRegister( \$worldNormal );