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

146 lines
4.1 KiB
GLSL

#include "macros.vsh"
sub VertexLitGeneric
{
local( $detail ) = shift;
local( $envmap ) = shift;
local( $envmapcameraspace ) = shift;
local( $envmapsphere ) = shift;
local( $decal ) = shift;
local( $worldPos, $worldNormal, $projPos );
local( $reflectionVector );
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&AllocateRegister( \$worldNormal );
&AllocateRegister( \$projPos );
; if( $g_staticLightType eq "static" && $g_ambientLightType eq "none" &&
; $g_localLightType1 eq "none" && $g_localLightType2 eq "none" && !$envmap )
if( 0 )
{
; NOTE: Don't do this optimization anymore since it would mean a gazillion combos
; of the flashlight shaders
; Special case for static prop lighting. We can go directly from
; world to proj space for position, with the exception of z, which
; is needed for fogging *if* height fog is enabled.
; NOTE: We don't use this path if $envmap is defined since we need
; worldpos for envmapping.
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
; normal
dp3 $worldNormal.x, $vNormal, $cModel0
dp3 $worldNormal.y, $vNormal, $cModel1
dp3 $worldNormal.z, $vNormal, $cModel2
; Need this for height fog if it's enabled and for height clipping
dp4 $worldPos.z, $vPos, $cModel2
}
else
{
&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
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Lighting
;------------------------------------------------------------------------------
&DoLighting( $worldPos, $worldNormal );
if( !$envmap )
{
&FreeRegister( \$worldNormal );
}
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
if( $envmap )
{
if( $envmapcameraspace )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
; transform reflection vector into view space
dp3 oT1.x, $reflectionVector, $cViewModel0
dp3 oT1.y, $reflectionVector, $cViewModel1
dp3 oT1.z, $reflectionVector, $cViewModel2
&FreeRegister( \$reflectionVector );
}
elsif( $envmapsphere )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
&ComputeSphereMapTexCoords( $reflectionVector, "oT1" );
&FreeRegister( \$reflectionVector );
}
else
{
&ComputeReflectionVector( $worldPos, $worldNormal, "oT1" );
}
; envmap mask
dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
&FreeRegister( \$worldNormal );
}
else
{
if ( $decal )
{
&AllocateRegister( \$temp );
mov $temp, $vTexCoord0
sub oT1.xyz, $temp.xyz, $vTexCoord1.xyz
sub oT2.xyz, $vTexCoord2.xyz, $temp.xyz
&FreeRegister( \$temp );
}
else
{
; YUCK! This is to make texcoords continuous for mat_softwaretl
mov oT1, $cZero
mov oT2, $cZero
}
}
if( $detail )
{
dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
}
&FreeRegister( \$worldPos );
}