Added many shader source files
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
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@@ -0,0 +1,79 @@
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ps.1.1
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;------------------------------------------------------------------------------
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; Computes the diffuse component of lighting using lightmap + bumpmap
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; t0 - Normalmap
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; t1 - Lightmap1
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; t2 - Lightmap2
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; t3 - Lightmap3
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;
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; The texture coordinates need to be defined as follows:
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; tc0 - Normalmap and lightmap texture coordinates
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; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space
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;------------------------------------------------------------------------------
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; Get the 3-vector from the normal map
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tex t0
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; Sample the lightmaps
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tex t1
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tex t2
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tex t3
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; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
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; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
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; lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
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; r0 = ( N dot basis[0] )
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; don't "_sat" here so that everything adds up to one even if the normal is outside of the basis!!!!!
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dp3 r0, t0_bx2, c0
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; r1 = ( N dot basis[1] )
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dp3 r1, t0_bx2, c1
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;----
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; r0 = ( N dot basis[0] )
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; r1 = ( N dot basis[1] )
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;----
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; r0.rgb = ( N dot basis[0] )^2
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mul r0.rgb, r0, r0
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; r1.a = ( N dot basis[1] )^2
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+mul r1.a, r1, r1
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;----
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; r0.rgb = ( N dot basis[0] )^2
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; r1.a = ( N dot basis[1] )^2
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;----
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mul t1, r0, t1
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;----
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; r1.a = ( N dot basis[1] )^2
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; t1 = lightmapColor[0] * ( N dot basis[0] )^2
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;----
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dp3 r0, t0_bx2, c2
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;----
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; r1.a = ( N dot basis[1] )^2
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; t1 = lightmapColor[0] * ( N dot basis[0] )^2
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; r0 = ( N dot basis[2] )
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;----
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mad t1.rgb, r1.a, t2, t1
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+mul r0.a, r0, r0
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;----
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; t1.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + lightmapColor[1] * ( N dot basis[1] )^2
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; r0.a = ( N dot basis[2] )^2
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;----
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mad r0.rgba, r0.a, t3, t1
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;----
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; r0.rgb = lightmapColor[0] * ( N dot basis[0] )^2 +
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; lightmapColor[1] * ( N dot basis[1] )^2 +
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; lightmapColor[2] * ( N dot basis[2] )^2
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;----
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