vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" ;------------------------------------------------------------------------------ ; Constants specified by the app ; c0 = (0, 1, 2, 0.5) ; c1 = (1/2.2, 0, 0, 0) ; c2 = camera position *in world space* ; c4-c7 = modelViewProj matrix (transpose) ; c8-c11 = ViewProj matrix (transpose) ; c12-c15 = model->view matrix (transpose) ; c16 = [fogStart, fogEnd, fogRange, undefined] ; ; $SHADER_SPECIFIC_CONST_0..$SHADER_SPECIFIC_CONST_3 - special proj matrix ; ; Vertex components (as specified in the vertex DECL) ; $vPos = Position ; $vTexCoord0.xy = TexCoord0 ;------------------------------------------------------------------------------ #include "SDK_macros.vsh" ; Vertex components ; $vPos = Position ; $vNormal = normal ; $vTexCoord0.xy = TexCoord0 ; $vTangentS = S axis of Texture space ; $vTangentT = T axis of Texture space ;------------------------------------------------------------------------------ ; Transform the position from world to view space ;------------------------------------------------------------------------------ alloc $projPos ; Transform position from object to projection space 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 ; Transform position from object to world space dp4 $worldPos.x, $vPos, $cModel0 dp4 $worldPos.y, $vPos, $cModel1 dp4 $worldPos.z, $vPos, $cModel2 &CalcFog( $worldPos, $projPos ); alloc $worldEyeVect ; Get the eye vector in world space add $worldEyeVect.xyz, -$worldPos, $cEyePos alloc $tangentEyeVect ; transform the eye vector to tangent space dp3 $tangentEyeVect.x, $worldEyeVect, $vTangentS dp3 $tangentEyeVect.y, $worldEyeVect, $vTangentT dp3 $tangentEyeVect.z, $worldEyeVect, $vNormal mov $tangentEyeVect.w, $cZero mov oT5, $tangentEyeVect ; base coordinates dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 ; reflection alloc $projPosReflect mov $projPosReflect, $projPos add $projPosReflect.xy, $projPosReflect, $projPosReflect.w mul $projPosReflect.xy, $projPosReflect, $cHalf mov oT1, $projPosReflect ; refraction mov $projPos.y, -$projPos.y add $projPos.xy, $projPos, $projPos.w mul $projPos.xy, $projPos, $cHalf mov oT2, $projPos ; reflectionscale, refractionscale mov oT4, $SHADER_SPECIFIC_CONST_4 free $worldEyeVect free $tangentEyeVect free $projPosReflect free $worldPos free $projPos