mirror of
https://github.com/thug1src/thug.git
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143 lines
6.5 KiB
V Shell
143 lines
6.5 KiB
V Shell
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xvs.1.1
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#include "anim_vertdefs.h"
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#pragma screenspace
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;------------------------------------------------------------------------------
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; Bone space transforms
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;------------------------------------------------------------------------------
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; Get matrix index 1
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mov a0.x, VSIN_REG_INDICES.x
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; Transform position
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dp4 VSTMP_REG_POS_TMP.x, VSIN_REG_POS, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp4 VSTMP_REG_POS_TMP.y, VSIN_REG_POS, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp4 VSTMP_REG_POS_TMP.z, VSIN_REG_POS, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET]
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; Scale transformed point by weight
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mul VSTMP_REG_POS_ACCUM.xyz, VSTMP_REG_POS_TMP.xyz, VSIN_REG_WEIGHTS.x
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; Transform normal
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dp3 VSTMP_REG_NORMAL_TMP.x, VSIN_REG_NORMAL, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp3 VSTMP_REG_NORMAL_TMP.y, VSIN_REG_NORMAL, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp3 VSTMP_REG_NORMAL_TMP.z, VSIN_REG_NORMAL, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET]
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; Scale transformed normal by weight
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mul VSTMP_REG_NORMAL_ACCUM.xyz, VSTMP_REG_NORMAL_TMP.xyz, VSIN_REG_WEIGHTS.x
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;------------------------------------------------------------------------------
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; Get matrix index 2
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mov a0.x, VSIN_REG_INDICES.y
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; Transform position
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dp4 VSTMP_REG_POS_TMP.x, VSIN_REG_POS, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp4 VSTMP_REG_POS_TMP.y, VSIN_REG_POS, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp4 VSTMP_REG_POS_TMP.z, VSIN_REG_POS, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET]
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; Scale transformed point by weight and add to previous
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mad VSTMP_REG_POS_ACCUM.xyz, VSTMP_REG_POS_TMP.xyz, VSIN_REG_WEIGHTS.y, VSTMP_REG_POS_ACCUM.xyz
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; Transform normal
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dp3 VSTMP_REG_NORMAL_TMP.x, VSIN_REG_NORMAL, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp3 VSTMP_REG_NORMAL_TMP.y, VSIN_REG_NORMAL, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp3 VSTMP_REG_NORMAL_TMP.z, VSIN_REG_NORMAL, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET]
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; Scale transformed point by weight
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mad VSTMP_REG_NORMAL_ACCUM.xyz, VSTMP_REG_NORMAL_TMP.xyz, VSIN_REG_WEIGHTS.y, VSTMP_REG_NORMAL_ACCUM.xyz
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;------------------------------------------------------------------------------
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; Get matrix index 3
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mov a0.x, VSIN_REG_INDICES.z
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; Transform position
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dp4 VSTMP_REG_POS_TMP.x, VSIN_REG_POS, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp4 VSTMP_REG_POS_TMP.y, VSIN_REG_POS, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp4 VSTMP_REG_POS_TMP.z, VSIN_REG_POS, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET]
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; Scale transformed point by weight and add to previous
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mad VSTMP_REG_POS_ACCUM.xyz, VSTMP_REG_POS_TMP.xyz, VSIN_REG_WEIGHTS.z, VSTMP_REG_POS_ACCUM.xyz
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; Transform normal
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dp3 VSTMP_REG_NORMAL_TMP.x, VSIN_REG_NORMAL, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp3 VSTMP_REG_NORMAL_TMP.y, VSIN_REG_NORMAL, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET]
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dp3 VSTMP_REG_NORMAL_TMP.z, VSIN_REG_NORMAL, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET]
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; Scale transformed point by weight
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mad VSTMP_REG_NORMAL_ACCUM.xyz, VSTMP_REG_NORMAL_TMP.xyz, VSIN_REG_WEIGHTS.z, VSTMP_REG_NORMAL_ACCUM.xyz
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; Copy w
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mov VSTMP_REG_POS_ACCUM.w, VSIN_REG_POS.w
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;------------------------------------------------------------------------------
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; Combined camera & projection matrix
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;------------------------------------------------------------------------------
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dp4 oPos.x, VSTMP_REG_POS_ACCUM, VSCONST_REG_TRANSFORM_X
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dp4 oPos.y, VSTMP_REG_POS_ACCUM, VSCONST_REG_TRANSFORM_Y
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dp4 oPos.z, VSTMP_REG_POS_ACCUM, VSCONST_REG_TRANSFORM_Z
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dp4 oPos.w, VSTMP_REG_POS_ACCUM, VSCONST_REG_TRANSFORM_W
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;------------------------------------------------------------------------------
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; Deal with fog value (r12 shadows oPos)...
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;------------------------------------------------------------------------------
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mov oFog.x, r12.w
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;------------------------------------------------------------------------------
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; Transform normal by combined camera & projection matrix
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;------------------------------------------------------------------------------
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dp3 VSTMP_REG_NORMAL_TMP.x, VSTMP_REG_NORMAL_ACCUM, VSCONST_REG_WORLD_TRANSFORM_X
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dp3 VSTMP_REG_NORMAL_TMP.y, VSTMP_REG_NORMAL_ACCUM, VSCONST_REG_WORLD_TRANSFORM_Y
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dp3 VSTMP_REG_NORMAL_TMP.z, VSTMP_REG_NORMAL_ACCUM, VSCONST_REG_WORLD_TRANSFORM_Z
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;------------------------------------------------------------------------------
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; Single directional light + Ambient
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;------------------------------------------------------------------------------
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; Normalize
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dp3 VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP, VSTMP_REG_NORMAL_TMP
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rsq VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP.w
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mul VSTMP_REG_NORMAL_TMP.xyz, VSTMP_REG_NORMAL_TMP.xyz, VSTMP_REG_NORMAL_TMP.w
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; DP normal & light0 dir clamp then scale by light color
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dp3 VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP, VSCONST_REG_LIGHT_DIR0
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max VSTMP_REG_NORMAL_TMP.w, VSCONST_REG_LIGHT_DIR0.w, -VSTMP_REG_NORMAL_TMP.w
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; This is where the ambient gets added in.
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mov r11, VSCONST_REG_AMB_LIGHT_COLOR
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mad r11, VSCONST_REG_LIGHT_COLOR0, VSTMP_REG_NORMAL_TMP.w, r11
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; DP normal & light1 dir clamp then scale by light color
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dp3 VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP, VSCONST_REG_LIGHT_DIR1
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max VSTMP_REG_NORMAL_TMP.w, VSCONST_REG_LIGHT_DIR1.w, -VSTMP_REG_NORMAL_TMP.w
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mad r11, VSCONST_REG_LIGHT_COLOR1, VSTMP_REG_NORMAL_TMP.w, r11
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; DP normal & light2 dir clamp then scale by light color
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dp3 VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP, VSCONST_REG_LIGHT_DIR2
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max VSTMP_REG_NORMAL_TMP.w, VSCONST_REG_LIGHT_DIR2.w, -VSTMP_REG_NORMAL_TMP.w
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; mad oD0, VSCONST_REG_LIGHT_COLOR2, VSTMP_REG_NORMAL_TMP.w, r11
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mad r11, VSCONST_REG_LIGHT_COLOR2, VSTMP_REG_NORMAL_TMP.w, r11
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; Material color attenuation
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mul oD0, r11, VSCONST_REG_MATERIAL_COLOR
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;------------------------------------------------------------------------------
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; Copy texture coordinates
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;------------------------------------------------------------------------------
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mov oT0, VSIN_REG_TEXCOORDS0
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;------------------------------------------------------------------------------
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; oPos to screenspace transformation
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;------------------------------------------------------------------------------
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mul oPos.xyz, r12, c94 ; scale
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+ rcc r1.x, r12.w ; compute 1/w
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mad oPos.xyz, r12, r1.x, c95 ; scale by 1/w, add offset
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