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📄 fog.nvv

📁 游戏编程精华02-含有几十个游戏编程例子
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; layered fog - work in progress.
; various methods to do this...
#include "fog.h"

#define R_NORMAL r1
#define R_HALF_VECTOR r8
#define R_DIFFUSE r5
#define R_SPECULAR r6
#define R_POS_WORLD r9
#define R_TEMP r10

vs.1.0

; Transform position to clip space and output it
dp4 oPos.x, v0, c[CV_WORLDVIEWPROJ_0]
dp4 oPos.y, v0, c[CV_WORLDVIEWPROJ_1]
dp4 oPos.z, v0, c[CV_WORLDVIEWPROJ_2]
dp4 oPos.w, v0, c[CV_WORLDVIEWPROJ_3]

dp4 R_POS_WORLD.x, v0, c[CV_WORLD_0]
dp4 R_POS_WORLD.y, v0, c[CV_WORLD_1]
dp4 R_POS_WORLD.z, v0, c[CV_WORLD_2]
dp4 R_POS_WORLD.w, v0, c[CV_WORLD_3]

; Transform normal to eye space
dp3 R_NORMAL.x, v1, c[CV_WORLDVIEWIT_0]
dp3 R_NORMAL.y, v1, c[CV_WORLDVIEWIT_1]
dp3 R_NORMAL.z, v1, c[CV_WORLDVIEWIT_2]

mov oT0.xy, v2

; Get height from floor
add R_TEMP.y, R_POS_WORLD.y, c[CV_FOG_SCALE].x
mul R_TEMP.y, R_TEMP.y, c[CV_FOG_SCALE].y
mov oT1.y, R_TEMP.y

; Get range
mov R_POS_WORLD.y, c[CV_ZERO].y
add R_POS_WORLD, R_POS_WORLD, -c[CV_WORLD_EYE];
dp3 R_POS_WORLD, R_POS_WORLD, R_POS_WORLD
rsq R_POS_WORLD.w, R_POS_WORLD.w
rcp R_POS_WORLD.w, R_POS_WORLD.w
mul oT1.x, R_POS_WORLD.w, c[CV_FOG_SCALE].z

; Normalize transformed normal
dp3 R_NORMAL.w, R_NORMAL, R_NORMAL
rsq R_NORMAL.w, R_NORMAL.w												
mul R_NORMAL, R_NORMAL, R_NORMAL.w	

; Dot normal with light vector
; This is the intensity of the diffuse component
dp3 r3.x, R_NORMAL, c[CV_LIGHT1_DIRECTION]
max r3.x, c[CV_ZERO].x, r3.x

; add the (ambient color * ambient light color * ambient intensity(1) )
mov R_DIFFUSE, c[CV_LIGHT1_AMBIENT]

; add the (diffuse color * diffuse light color * diffuse intensity(R4.y))
mad oD0, r3.x, c[CV_LIGHT1_DIFFUSE], R_DIFFUSE



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