thug/Code/Gfx/XBox/NX/WeightedMeshVS_VXC_1Weight.vsh

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2016-02-13 21:39:12 +00:00
xvs.1.1
#include "anim_vertdefs.h"
#pragma screenspace
;------------------------------------------------------------------------------
; Bone space transforms
;------------------------------------------------------------------------------
; Get matrix index 1
mov a0.x, VSIN_REG_INDICES.x
; Transform position
dp4 VSTMP_REG_POS_TMP.x, VSIN_REG_POS, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET]
dp4 VSTMP_REG_POS_TMP.y, VSIN_REG_POS, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET]
dp4 VSTMP_REG_POS_TMP.z, VSIN_REG_POS, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET]
mov VSTMP_REG_POS_TMP.w, VSIN_REG_POS.w
; Transform normal
dp3 VSTMP_REG_NORMAL_TMP.x, VSIN_REG_NORMAL, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET]
dp3 VSTMP_REG_NORMAL_TMP.y, VSIN_REG_NORMAL, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET]
dp3 VSTMP_REG_NORMAL_TMP.z, VSIN_REG_NORMAL, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET]
; No need to scale by results by vertex weights, since this is a one-weight shader so the weight
; is assumed to be 1.0
;------------------------------------------------------------------------------
; Combined camera & projection matrix
;------------------------------------------------------------------------------
dp4 oPos.x, VSTMP_REG_POS_TMP, VSCONST_REG_TRANSFORM_X
dp4 oPos.y, VSTMP_REG_POS_TMP, VSCONST_REG_TRANSFORM_Y
dp4 oPos.z, VSTMP_REG_POS_TMP, VSCONST_REG_TRANSFORM_Z
dp4 oPos.w, VSTMP_REG_POS_TMP, VSCONST_REG_TRANSFORM_W
;------------------------------------------------------------------------------
; Multiple directional lights plus ambient, plus copy texture coordinates
; (interleaving these helps prevent stalls)
;------------------------------------------------------------------------------
dp3 VSTMP_REG_NORMAL_ACCUM.x, VSTMP_REG_NORMAL_TMP, VSCONST_REG_LIGHT_DIR0 ; Light0 dir.normal
dp3 VSTMP_REG_NORMAL_ACCUM.y, VSTMP_REG_NORMAL_TMP, VSCONST_REG_LIGHT_DIR1 ; Light1 dir.normal
dp3 VSTMP_REG_NORMAL_ACCUM.z, VSTMP_REG_NORMAL_TMP, VSCONST_REG_LIGHT_DIR2 ; Light2 dir.normal
max VSTMP_REG_NORMAL_ACCUM.x, VSCONST_REG_LIGHT_DIR0.w, -VSTMP_REG_NORMAL_ACCUM.x ; Light0 result clamp
max VSTMP_REG_NORMAL_ACCUM.y, VSCONST_REG_LIGHT_DIR1.w, -VSTMP_REG_NORMAL_ACCUM.y ; Light1 result clamp
max VSTMP_REG_NORMAL_ACCUM.z, VSCONST_REG_LIGHT_DIR2.w, -VSTMP_REG_NORMAL_ACCUM.z ; Light2 result clamp
mov r11, VSCONST_REG_AMB_LIGHT_COLOR ; Accumulate start with ambient
mad r11, VSCONST_REG_LIGHT_COLOR0, VSTMP_REG_NORMAL_ACCUM.x, r11 ; Accumulate Light0 result modulated with Light0 color
mad r11, VSCONST_REG_LIGHT_COLOR1, VSTMP_REG_NORMAL_ACCUM.y, r11 ; Accumulate Light1 result modulated with Light1 color
mad r11, VSCONST_REG_LIGHT_COLOR2, VSTMP_REG_NORMAL_ACCUM.z, r11 ; Accumulate Light2 result modulated with Light2 color
mov oT0, VSIN_REG_TEXCOORDS0
mov oT1, VSIN_REG_TEXCOORDS1
mov oT2, VSIN_REG_TEXCOORDS2
mov oT3, VSIN_REG_TEXCOORDS3
mul oD0, r11, VSIN_REG_COLOR ; Vertex color attenuation
;------------------------------------------------------------------------------
; Deal with fog value (r12 shadows oPos)...
;------------------------------------------------------------------------------
mov oFog.x, -r12.w
;------------------------------------------------------------------------------
; oPos to screenspace transformation
;------------------------------------------------------------------------------
mul oPos.xyz, r12, c94 ; scale
+ rcc r1.x, r12.w ; compute 1/w
mad oPos.xyz, r12, r1.x, c95 ; scale by 1/w, add offset