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.
This commit is contained in:
Joe Ludwig
2013-12-23 14:58:45 -08:00
parent 9c37fcc3a8
commit 7309a5f13f
710 changed files with 74048 additions and 0 deletions

View File

@@ -0,0 +1,43 @@
vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
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 );
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
mov oT2, $vTexCoord1
; Now the basetexture/basetexture2 blend uses vertex color, so send it into the psh.
mov oD0, $vColor