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 mov oT0, VSIN_REG_TEXCOORDS0 mad r11, VSCONST_REG_LIGHT_COLOR0, VSTMP_REG_NORMAL_ACCUM.x, r11 ; Accumulate Light0 result modulated with Light0 color mov oT1, VSIN_REG_TEXCOORDS1 mad r11, VSCONST_REG_LIGHT_COLOR1, VSTMP_REG_NORMAL_ACCUM.y, r11 ; Accumulate Light1 result modulated with Light1 color mov oT2, VSIN_REG_TEXCOORDS2 mad r11, VSCONST_REG_LIGHT_COLOR2, VSTMP_REG_NORMAL_ACCUM.z, r11 ; Accumulate Light2 result modulated with Light2 color 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 ;------------------------------------------------------------------------------ ; Specular calculation ;------------------------------------------------------------------------------ ; Calculate vector to eye (V) sub r7.xyz, VSCONST_REG_CAM_POS, VSTMP_REG_POS_TMP ; Store Light0 dir.normal off into r0 mov r0.x, VSTMP_REG_NORMAL_ACCUM.x ; Normalize V dp3 r7.w, r7.xyz, r7.xyz rsq r1.x, r7.w mul r7, r7, r1.x ; Calculate H = L + V add r7, -VSCONST_REG_LIGHT_DIR0, r7 ; Normalize H dp3 r7.w, r7.xyz, r7.xyz rsq r1.x, r7.w mul r7, r7, r1.x ; Calculate N.H (don't worry about clamping to zero, since the lit instruction below does this) dp3 r0.y, VSTMP_REG_NORMAL_TMP, r7 ; Move the power term over into r0 mov r0.w, VSCONST_REG_SPECULAR_COLOR.w ; Specular lighting calc - (N.H)^pow lit r1.z, r0 ; Modulate specular color by specular result. mul oD1.xyz, r1.z, VSCONST_REG_SPECULAR_COLOR.xyz ;------------------------------------------------------------------------------ ; 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