hl2_src-leak-2017/src/materialsystem/stdshaders/vortwarp_vs11.vsh

86 lines
2.2 KiB
GLSL

# STATIC: "UNLIT" "0..1"
# STATIC: "HALF_LAMBERT" "0..1"
# DYNAMIC: "LIGHT_COMBO" "0..21"
# DYNAMIC: "SKINNING" "0..1"
vs.1.1
#include "macros.vsh"
$WARPPARAM = $SHADER_SPECIFIC_CONST_2;
$ENTITY_ORIGIN = $SHADER_SPECIFIC_CONST_3;
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&AllocateRegister( \$worldNormal );
&AllocateRegister( \$projPos );
&SkinPositionAndNormal( $worldPos, $worldNormal );
alloc $tmp
sub $tmp.xyz, $worldPos, $ENTITY_ORIGIN
mul $tmp.xy, $tmp, $WARPPARAM
add $worldPos.xyz, $tmp, $ENTITY_ORIGIN
free $tmp
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
;------------------------------------------------------------------------------
if( $UNLIT )
{
mov oD0, $cHalf
}
else
{
&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
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 );