etqw-sdk/base/renderprogs/interaction/foliage_vertex.inc

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2008-05-29 00:00:00 +00:00
$ifndef instance
OPTION ARB_position_invariant;
$endif
TEMP bitangent;
TEMP R0, R1, R2;
$ifdef instance
TEMP _pos;
TEMP _nrm;
TEMP _tan;
DP4 _pos.x, vertex.texcoord[5], $positionAttrib;
DP4 _pos.y, vertex.texcoord[6], $positionAttrib;
DP4 _pos.z, vertex.texcoord[7], $positionAttrib;
MOV _pos.w, $positionAttrib.w;
DP3 _nrm.x, vertex.texcoord[5], $normalAttrib;
DP3 _nrm.y, vertex.texcoord[6], $normalAttrib;
DP3 _nrm.z, vertex.texcoord[7], $normalAttrib;
DP3 _tan.x, vertex.texcoord[5], $tangentAttrib;
DP3 _tan.y, vertex.texcoord[6], $tangentAttrib;
DP3 _tan.z, vertex.texcoord[7], $tangentAttrib;
MOV result.texcoord[6].w, vertex.texcoord[2];
PARAM mvp[4] = { state.matrix.mvp };
OUTPUT oPos = result.position;
# Transform the vertex to clip coordinates.
DP4 oPos.x, mvp[0], _pos;
DP4 oPos.y, mvp[1], _pos;
DP4 oPos.z, mvp[2], _pos;
DP4 oPos.w, mvp[3], _pos;
$else
ATTRIB _pos = $positionAttrib;
$if !r_32ByteVtx
ATTRIB _nrm = $normalAttrib;
ATTRIB _tan = $tangentAttrib;
$else
TEMP _nrm, _tan;
MOV _nrm, $normalAttrib;
MOV _tan, $tangentAttrib;
$endif
$endif
PARAM defaultTexCoord = { 0, 0.5, 0, 1 };
# derive bitangent
XPD bitangent, _nrm, _tan;
MUL bitangent, bitangent, $tangentAttrib.w;
# calculate vector to light in R0
SUB R0, $lightOrigin, _pos;
# put into texture space for TEX0
DP3 result.texcoord[0].x, _tan, R0;
DP3 result.texcoord[0].y, bitangent, R0;
DP3 result.texcoord[0].z, _nrm, R0;
# textures 1 takes the base coordinates by the texture matrix
MOV result.texcoord[1], defaultTexCoord;
DP4 result.texcoord[1].x, $texCoordAttrib, $bumpMatrix_s;
DP4 result.texcoord[1].y, $texCoordAttrib, $bumpMatrix_t;
# texture 2 has one texgen
MOV result.texcoord[2], defaultTexCoord;
DP4 result.texcoord[2].x, _pos, $lightFalloff_s;
# texture 3 has three texgens
DP4 result.texcoord[3].x, _pos, $lightProject_s;
DP4 result.texcoord[3].y, _pos, $lightProject_t;
DP4 result.texcoord[3].w, _pos, $lightProject_q;
# textures 4 takes the base coordinates by the texture matrix
MOV result.texcoord[4], defaultTexCoord;
DP4 result.texcoord[4].x, $texCoordAttrib, $diffuseMatrix_s;
DP4 result.texcoord[4].y, $texCoordAttrib, $diffuseMatrix_t;
# textures 5 takes the base coordinates by the texture matrix
MOV result.texcoord[5], defaultTexCoord;
DP4 result.texcoord[5].x, $texCoordAttrib, $specularMatrix_s;
DP4 result.texcoord[5].y, $texCoordAttrib, $specularMatrix_t;
# texture 6's texcoords will be the halfangle in texture space
# calculate normalized vector to light in R0
SUB R0, $lightOrigin, _pos;
DP3 R1, R0, R0;
RSQ R1, R1.x;
MUL R0, R0, R1.x;
# calculate normalized vector to viewer in R1
SUB R1, $viewOrigin, _pos;
DP3 R2, R1, R1;
RSQ R2, R2.x;
MUL R1, R1, R2.x;
# add together to become the half angle vector in object space (non-normalized)
ADD R0, R0, R1;
# put into texture space
DP3 result.texcoord[6].x, _tan, R0;
DP3 result.texcoord[6].y, bitangent, R0;
DP3 result.texcoord[6].z, _nrm, R0;
# generate the vertex color, which can be 1.0, color, or 1.0 - color
# for 1.0 : env[16] = 0, env[17] = 1
# for color : env[16] = 1, env[17] = 0
# for 1.0-color : env[16] = -1, env[17] = 1
#MAD result.color, $colorAttrib, $colorModulate, $colorAdd;
MOV result.color, $colorAttrib;
TEMP _F1, _F2;
SUB _F2, _pos, $viewOrigin;
DP3 _F1.x, _F2, _F2;
RSQ _F1.y, _F1.x;
MUL _F1.x, _F1.y, _F1.x;
MAD result.color.secondary, _F1.x, $fogDepths.z, $fogDepths.w;