#include "SDK_macros.vsh" ;------------------------------------------------------------------------------ ; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform ; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform ; $SHADER_SPECIFIC_CONST_4-$SHADER_SPECIFIC_CONST_5 = Detail texture transform ;------------------------------------------------------------------------------ sub UnlitGeneric { local( $detail ) = shift; local( $envmap ) = shift; local( $envmapcameraspace ) = shift; local( $envmapsphere ) = shift; local( $vertexcolor ) = shift; local( $worldPos, $worldNormal, $projPos, $reflectionVector ); ;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$worldPos ); if( $envmap ) { &AllocateRegister( \$worldNormal ); &SkinPositionAndNormal( $worldPos, $worldNormal ); } else { &SkinPosition( $worldPos ); } ;------------------------------------------------------------------------------ ; Transform the position from world to proj space ;------------------------------------------------------------------------------ &AllocateRegister( \$projPos ); 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, $projPos ); &FreeRegister( \$projPos ); if( !$envmap ) { &FreeRegister( \$worldPos ); } ;------------------------------------------------------------------------------ ; Texture coordinates (use world-space normal for envmap, tex transform for mask) ;------------------------------------------------------------------------------ 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( \$worldPos ); &FreeRegister( \$worldNormal ); } if( $detail ) { dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4 dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5 } if( $vertexcolor ) { ; Modulation color mul oD0, $vColor, $cModulationColor } else { ; Modulation color mov oD0, $cModulationColor } }