xvs.1.1 #include "anim_vertdefs.h" #pragma screenspace ;------------------------------------------------------------------------------ ; Bone space transforms ;------------------------------------------------------------------------------ ; Get matrix index 1 mov a0.x, VSIN_REG_INDICES.x ; Weight matrix mul VSTMP_REG_MAT0, VSIN_REG_WEIGHTS.x, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET] mul VSTMP_REG_MAT1, VSIN_REG_WEIGHTS.x, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET] mul VSTMP_REG_MAT2, VSIN_REG_WEIGHTS.x, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET] ;------------------------------------------------------------------------------ ; Get matrix index 2 mov a0.x, VSIN_REG_INDICES.y ; Weight matrix mad VSTMP_REG_MAT0, VSIN_REG_WEIGHTS.y, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET], VSTMP_REG_MAT0 mad VSTMP_REG_MAT1, VSIN_REG_WEIGHTS.y, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET], VSTMP_REG_MAT1 mad VSTMP_REG_MAT2, VSIN_REG_WEIGHTS.y, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET], VSTMP_REG_MAT2 ;------------------------------------------------------------------------------ ; Get matrix index 3 mov a0.x, VSIN_REG_INDICES.z ; Weight matrix mad VSTMP_REG_MAT0, VSIN_REG_WEIGHTS.z, c[0 + a0.x VSCONST_REG_MATRIX_OFFSET], VSTMP_REG_MAT0 mad VSTMP_REG_MAT1, VSIN_REG_WEIGHTS.z, c[1 + a0.x VSCONST_REG_MATRIX_OFFSET], VSTMP_REG_MAT1 mad VSTMP_REG_MAT2, VSIN_REG_WEIGHTS.z, c[2 + a0.x VSCONST_REG_MATRIX_OFFSET], VSTMP_REG_MAT2 ; Transform position by weighted matrix dp4 VSTMP_REG_POS_ACCUM.x, VSIN_REG_POS, VSTMP_REG_MAT0 dp4 VSTMP_REG_POS_ACCUM.y, VSIN_REG_POS, VSTMP_REG_MAT1 dp4 VSTMP_REG_POS_ACCUM.z, VSIN_REG_POS, VSTMP_REG_MAT2 ; Transform normal by weighted matrix dp3 VSTMP_REG_NORMAL_ACCUM.x, VSIN_REG_NORMAL, VSTMP_REG_MAT0 dp3 VSTMP_REG_NORMAL_ACCUM.y, VSIN_REG_NORMAL, VSTMP_REG_MAT1 dp3 VSTMP_REG_NORMAL_ACCUM.z, VSIN_REG_NORMAL, VSTMP_REG_MAT2 ;------------------------------------------------------------------------------ ; Combined camera & projection matrix ;------------------------------------------------------------------------------ dph oPos.x, VSTMP_REG_POS_ACCUM, VSCONST_REG_TRANSFORM_X dph oPos.y, VSTMP_REG_POS_ACCUM, VSCONST_REG_TRANSFORM_Y dph oPos.z, VSTMP_REG_POS_ACCUM, VSCONST_REG_TRANSFORM_Z dph oPos.w, VSTMP_REG_POS_ACCUM, VSCONST_REG_TRANSFORM_W ;------------------------------------------------------------------------------ ; Deal with fog value (r12 shadows oPos)... ;------------------------------------------------------------------------------ mov oFog.x, r12.w ;------------------------------------------------------------------------------ ; Transform normal by combined camera & projection matrix ;------------------------------------------------------------------------------ dp3 VSTMP_REG_NORMAL_TMP.x, VSTMP_REG_NORMAL_ACCUM, VSCONST_REG_WORLD_TRANSFORM_X dp3 VSTMP_REG_NORMAL_TMP.y, VSTMP_REG_NORMAL_ACCUM, VSCONST_REG_WORLD_TRANSFORM_Y dp3 VSTMP_REG_NORMAL_TMP.z, VSTMP_REG_NORMAL_ACCUM, VSCONST_REG_WORLD_TRANSFORM_Z ;------------------------------------------------------------------------------ ; Single directional light + Ambient ;------------------------------------------------------------------------------ ; Normalize dp3 VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP, VSTMP_REG_NORMAL_TMP rsq VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP.w mul VSTMP_REG_NORMAL_TMP.xyz, VSTMP_REG_NORMAL_TMP.xyz, VSTMP_REG_NORMAL_TMP.w ; DP normal & light0 dir clamp then scale by light color dp3 VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP, VSCONST_REG_LIGHT_DIR0 max VSTMP_REG_NORMAL_TMP.w, VSCONST_REG_LIGHT_DIR0.w, -VSTMP_REG_NORMAL_TMP.w ; This is where the ambient gets added in. mov r11, VSCONST_REG_AMB_LIGHT_COLOR mad r11, VSCONST_REG_LIGHT_COLOR0, VSTMP_REG_NORMAL_TMP.w, r11 ; DP normal & light1 dir clamp then scale by light color dp3 VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP, VSCONST_REG_LIGHT_DIR1 max VSTMP_REG_NORMAL_TMP.w, VSCONST_REG_LIGHT_DIR1.w, -VSTMP_REG_NORMAL_TMP.w mad r11, VSCONST_REG_LIGHT_COLOR1, VSTMP_REG_NORMAL_TMP.w, r11 ; DP normal & light2 dir clamp then scale by light color dp3 VSTMP_REG_NORMAL_TMP.w, VSTMP_REG_NORMAL_TMP, VSCONST_REG_LIGHT_DIR2 max VSTMP_REG_NORMAL_TMP.w, VSCONST_REG_LIGHT_DIR2.w, -VSTMP_REG_NORMAL_TMP.w ; mad oD0, VSCONST_REG_LIGHT_COLOR2, VSTMP_REG_NORMAL_TMP.w, r11 mad r11, VSCONST_REG_LIGHT_COLOR2, VSTMP_REG_NORMAL_TMP.w, r11 ; Material color attenuation mul oD0, r11, VSCONST_REG_MATERIAL_COLOR ;------------------------------------------------------------------------------ ; Copy texture coordinates ;------------------------------------------------------------------------------ mov oT0, VSIN_REG_TEXCOORDS0 mov oT1, VSIN_REG_TEXCOORDS1 mov oT2, VSIN_REG_TEXCOORDS2 ;------------------------------------------------------------------------------ ; 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