$ifndef instance $ifndef deform OPTION ARB_position_invariant; $endif $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 $ifdef deform TEMP _pos; PARAM mvp[4] = { state.matrix.mvp }; OUTPUT oPos = result.position; # Transform the vertex to clip coordinates. MUL R0.x, $parameters.x, $colorAttrib.w; MAD _pos.xyz, R0.x, $normalAttrib, $positionAttrib; MOV _pos.w, $positionAttrib.w; 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; $endif $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 }; XPD bitangent, _nrm, _tan; MUL bitangent, bitangent, $tangentAttrib.w; # 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; # 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; # generate the vertex color, which can be 1.0, color, or 1.0 - color MAD result.color, $colorAttrib, $colorModulate, $colorAdd; # build tangent space -> world space conversion matrix DP3 result.texcoord[5].x, $transposedModelMatrix_x, _tan; DP3 result.texcoord[6].x, $transposedModelMatrix_y, _tan; DP3 result.texcoord[7].x, $transposedModelMatrix_z, _tan; DP3 result.texcoord[5].y, $transposedModelMatrix_x, bitangent; DP3 result.texcoord[6].y, $transposedModelMatrix_y, bitangent; DP3 result.texcoord[7].y, $transposedModelMatrix_z, bitangent; DP3 result.texcoord[5].z, $transposedModelMatrix_x, _nrm; DP3 result.texcoord[6].z, $transposedModelMatrix_y, _nrm; DP3 result.texcoord[7].z, $transposedModelMatrix_z, _nrm; # calculate vector to eye DP4 R0.x, $transposedModelMatrix_x, _pos; DP4 R0.y, $transposedModelMatrix_y, _pos; DP4 R0.z, $transposedModelMatrix_z, _pos; # normalize TEMP viewtovec; SUB viewtovec.xyz, R0, $viewOriginWorld; DP3 viewtovec.w, viewtovec, viewtovec; RSQ R0.w, viewtovec.w; MUL result.texcoord[2], viewtovec, -R0.w; #MOV result.texcoord[2], R0; $ifdef parallax # calculate vector to light in R0 SUB R0, $viewOrigin, _pos; # put into texture space for TEX6 DP3 result.texcoord[0].x, _tan, R0; DP3 result.texcoord[0].y, bitangent, R0; DP3 result.texcoord[0].z, _nrm, R0; $endif #ifdef enable_detail_fade PARAM mv[4] = { state.matrix.modelview }; DP4 R0.w, -mv[2], _pos; SUB R0.w, R0.w, $detailFade.x; MAD result.texcoord[1].w, R0.w, $detailFade.y, 1; #endif $if ( r_megaDrawMethod != 0 ) SUB R2, _pos, $viewOrigin; DP3 R1.x, R2, R2; RSQ R1.y, R1.x; MUL R1.x, R1.y, R1.x; MAD result.color.secondary, R1.x, $fogDepths.z, $fogDepths.w; $endif