vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1" [XBOX] # DYNAMIC: "NUM_BONES" "0..3" [PC] # STATIC: "TEETH" "0..1" #include "SDK_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( $NUM_BONES > 1 || $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, $cLight0Pos, $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 ; ( farZ - dist ) sub $endFalloffFactor.x, $SHADER_SPECIFIC_CONST_5.w, $dist.x ; 1 / ( .4 * farZ ) rcp $endFalloffFactor.y, $cLight0Pos.w mul $endFalloffFactor, $endFalloffFactor.x, $endFalloffFactor.y 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_0.xyz max $mouthAtten, $cZero, $mouthAtten mul $mouthAtten, $mouthAtten, $SHADER_SPECIFIC_CONST_0.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