📄 miscvertex.nvf
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#include "constants.h"
// Fragments for various TL lighting situations
// TIP: It's nice to drop down the properties box for a shader file and set it's language type to c/c++
// This makes the shader much easier to read because you get syntax highlighting.
// You can also add 'mov', 'dp4', etc. the usertypes.dat file in the VC directory to get nice syntax colouring
// I find this makes life much easier when authoring shaders of any complexity.
vs.1.0
#beginfragment set_ambient
mov r_diffusecolor, c_ambient_light
#endfragment
#beginfragment set_default_texture
mov r_texture0, FIXED_TEXTURE0
#endfragment
// A fragment to do the worldviewprojection calculation
#beginfragment xform_worldviewprojection
dp4 oPos.x, FIXED_POSITION, c_worldviewprojection_0
dp4 oPos.y, FIXED_POSITION, c_worldviewprojection_1
dp4 oPos.z, FIXED_POSITION, c_worldviewprojection_2
dp4 oPos.w, FIXED_POSITION, c_worldviewprojection_3
#endfragment
// Rotates the eye vector by the cube matrix and writes the result
#beginfragment calculate_cubereflection_vector
dp3 oT0.x, r_eyereflection_vector, c_cubematrix_0
dp3 oT0.y, r_eyereflection_vector, c_cubematrix_1
dp3 oT0.z, r_eyereflection_vector, c_cubematrix_2
#endfragment
// calculates linear fog value based on distance from eye
// (fogend - d ) / (fogend - fogstart)
#beginfragment calculate_linear_range_fog
rcp r_eye_distance.w, r_eye_distance_rcp.w
add r_fog_temp.x, c_fogconst.y, -r_eye_distance.w
mul oFog.x, r_fog_temp.x, c_fogconst.z
#endfragment
#beginfragment write_texture
mov oT0, r_texture0
#endfragment
#beginfragment write_default_diffuse
mov oD0, c_ambient_light
#endfragment
#beginfragment write_default_specular
mov oD1, ZERO
#endfragment
#beginfragment write_default_texture
mov oT0, FIXED_TEXTURE0
#endfragment
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