43 lines
1.1 KiB
GLSL
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 |