76 lines
2.4 KiB
PHP
76 lines
2.4 KiB
PHP
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TEMP position, normal, tangent, bitangent;
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TEMP R0, R1, R2;
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PARAM defaultTexCoord = { 0, 0.5, 0, 1 };
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useTemplate hardSkinningMatrix_ARB< "position", "normal", "tangent", "bitangent" >
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# textures 1 takes the base coordinates by the texture matrix
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MOV result.texcoord[1], defaultTexCoord;
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DP4 result.texcoord[1].x, $texCoordAttrib, $bumpMatrix_s;
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DP4 result.texcoord[1].y, $texCoordAttrib, $bumpMatrix_t;
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# textures 4 takes the base coordinates by the texture matrix
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MOV result.texcoord[4], defaultTexCoord;
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DP4 result.texcoord[4].x, $texCoordAttrib, $diffuseMatrix_s;
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DP4 result.texcoord[4].y, $texCoordAttrib, $diffuseMatrix_t;
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# generate the vertex color, which can be 1.0, color, or 1.0 - color
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MAD result.color, $colorAttrib, $colorModulate, $colorAdd;
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# build tangent space -> world space conversion matrix
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DP3 result.texcoord[5].x, $transposedModelMatrix_x, tangent;
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DP3 result.texcoord[6].x, $transposedModelMatrix_y, tangent;
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DP3 result.texcoord[7].x, $transposedModelMatrix_z, tangent;
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DP3 result.texcoord[5].y, $transposedModelMatrix_x, bitangent;
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DP3 result.texcoord[6].y, $transposedModelMatrix_y, bitangent;
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DP3 result.texcoord[7].y, $transposedModelMatrix_z, bitangent;
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DP3 result.texcoord[5].z, $transposedModelMatrix_x, normal;
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DP3 result.texcoord[6].z, $transposedModelMatrix_y, normal;
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DP3 result.texcoord[7].z, $transposedModelMatrix_z, normal;
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# calculate vector to eye
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DP4 R0.x, $transposedModelMatrix_x, position;
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DP4 R0.y, $transposedModelMatrix_y, position;
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DP4 R0.z, $transposedModelMatrix_z, position;
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# normalize
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#TEMP viewtovec;
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SUB R1.xyz, R0, $viewOriginWorld;
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DP3 R1.w, R1, R1;
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RSQ R0.w, R1.w;
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MUL result.texcoord[2], R1, -R0.w;
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$if rimlightvtx
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TEMP _V0, _V1;
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SUB _V0, $viewOrigin, position;
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DP3 _V1.x, _V0, _V0;
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RSQ _V1.x, _V1.x;
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MUL _V0.xyz, _V0, _V1.x;
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DP3 _V1.x, _V0, normal;
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MAX _V1.x, _V1.x, 0;
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SUB _V1.x, 1, _V1.x;
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MUL _V1.x, _V1.x, _V1.x;
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MUL _V1.x, _V1.x, _V1.x;
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MUL result.color.secondary, _V1.x, 2;
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$endif
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#ifdef enable_detail_fade
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PARAM mv[4] = { state.matrix.modelview };
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DP4 R0.w, -mv[2], position;
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SUB R0.w, R0.w, $detailFade.x;
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MAD result.texcoord[1].w, R0.w, $detailFade.y, 1;
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#endif
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$if ( r_megaDrawMethod != 0 )
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SUB R2, position, $viewOrigin;
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DP3 R1.x, R2, R2;
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RSQ R1.y, R1.x;
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MUL R1.x, R1.y, R1.x;
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MAD result.color.secondary, R1.x, $fogDepths.z, $fogDepths.w;
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$endif
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