Files
sourcearena/mp/src/materialsystem/stdshaders/vertexlitgeneric_inc.vsh
Joe Ludwig 7309a5f13f 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.
2013-12-23 15:00:03 -08:00

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 );
}