Files
source-sdk-2013/mp/src/materialsystem/stdshaders/vertexlitgeneric_flashlight_vs11.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

138 lines
3.5 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "SKINNING" "0..1"
# STATIC: "TEETH" "0..1"
#include "macros.vsh"
local( $worldPos, $worldNormal, $projPos );
alloc $worldPos
alloc $worldNormal
alloc $projPos
if( 0 )
{
; NOTE: Don't do this optimization anymore since it would mean a gazillion combos
; 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 );
; base tex coords
dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_6
dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_7
; normal map coords
;dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_8
;dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_9
; spotlight texcoords
dp4 oT0.x, $worldPos, $SHADER_SPECIFIC_CONST_1
dp4 oT0.y, $worldPos, $SHADER_SPECIFIC_CONST_2
dp4 oT0.z, $worldPos, $SHADER_SPECIFIC_CONST_3
dp4 oT0.w, $worldPos, $SHADER_SPECIFIC_CONST_4
local( $worldPosToLightVector, $distFactors );
alloc $worldPosToLightVector
sub $worldPosToLightVector, $SHADER_SPECIFIC_CONST_0, $worldPos
mov oT2, $worldPosToLightVector
local( $distatten );
alloc $distatten
; $distatten = [ 1, 1/dist, 1/distsquared ]
; dist squared
dp3 $distatten.z, $worldPosToLightVector, $worldPosToLightVector
; oodist
rsq $distatten.y, $distatten.z
mov $distatten.x, $cOne
local( $dist );
alloc $dist
mul $dist.x, $distatten.z, $distatten.y
rcp $distatten.z, $distatten.z ; 1/distsquared
local( $endFalloffFactor );
alloc $endFalloffFactor
; ( dist - farZ )
sub $endFalloffFactor.x, $dist.x, $SHADER_SPECIFIC_CONST_5.w
; 1 / ( (0.6f * farZ) - farZ)
mul $endFalloffFactor, $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_0.w
max $endFalloffFactor, $endFalloffFactor, $cZero
min $endFalloffFactor, $endFalloffFactor, $cOne
local( $vertAtten );
alloc $vertAtten
dp3 $vertAtten, $distatten, $SHADER_SPECIFIC_CONST_5
mul $vertAtten, $vertAtten, $endFalloffFactor
if( $TEETH )
{
alloc $mouthAtten
dp3 $mouthAtten, $worldNormal.xyz, $SHADER_SPECIFIC_CONST_10.xyz
max $mouthAtten, $cZero, $mouthAtten
mul $mouthAtten, $mouthAtten, $SHADER_SPECIFIC_CONST_10.w
mul $vertAtten, $vertAtten, $mouthAtten
free $mouthAtten
}
mov oD0, $vertAtten
mov oT3.xyz, $worldNormal.xyz
free $dist
free $endFalloffFactor
free $worldPos
free $worldNormal
free $projPos
free $worldPosToLightVector
free $distatten
free $vertAtten