#include "SDK_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( $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 ); &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 ); }