hl2_src-leak-2017/src/materialsystem/stdshaders/shadow_vs14.vsh

43 lines
1.1 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
&AllocateRegister( \$projPos );
dp4 $projPos.x, $vPos, $cViewProj0
dp4 $projPos.y, $vPos, $cViewProj1
dp4 $projPos.z, $vPos, $cViewProj2
dp4 $projPos.w, $vPos, $cViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
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
&FreeRegister( \$projPos );
; Shadow color
mov oD0, $vColor
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
dp4 r0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 r0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
; Jittered versions
mov oT0, r0
add oT1, r0, $SHADER_SPECIFIC_CONST_2
sub oT2, r0, $SHADER_SPECIFIC_CONST_2
add oT3, r0, $SHADER_SPECIFIC_CONST_3
sub oT4, r0, $SHADER_SPECIFIC_CONST_3