vertexlitgeneric_inc.vsh
来自「hl2 source code. Do not use it illegal.」· VSH 代码 · 共 131 行
VSH
131 行
#include "macros.vsh"
sub VertexLitGeneric
{
local( $detail ) = shift;
local( $envmap ) = shift;
local( $envmapcameraspace ) = shift;
local( $envmapsphere ) = shift;
local( $worldPos, $worldNormal, $projPos );
local( $reflectionVector );
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&AllocateRegister( \$worldNormal );
&AllocateRegister( \$projPos );
if( $g_staticLightType eq "static" && $g_ambientLightType eq "none" &&
$g_localLightType1 eq "none" && $g_localLightType2 eq "none" && !$envmap )
{
; Special case for static prop lighting. We can go directly from
; world to proj space for position, with the exception of z, which
; is needed for fogging *if* height fog is enabled.
; NOTE: We don't use this path if $envmap is defined since we need
; worldpos for envmapping.
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
; normal
dp3 $worldNormal.x, $vNormal, $cModel0
dp3 $worldNormal.y, $vNormal, $cModel1
dp3 $worldNormal.z, $vNormal, $cModel2
; Need this for height fog if it's enabled and for height clipping
dp4 $worldPos.z, $vPos, $cModel2
}
else
{
&SkinPositionAndNormal( $g_numBones, $worldPos, $worldNormal );
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
}
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Lighting
;------------------------------------------------------------------------------
&DoLighting( $g_staticLightType, $g_ambientLightType, $g_localLightType1,
$g_localLightType2, $worldPos, $worldNormal );
if( !$envmap )
{
&FreeRegister( \$worldNormal );
}
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, c90 ; FIXME
dp4 oT0.y, $vTexCoord0, c91 ; FIXME
if( $envmap )
{
if( $envmapcameraspace )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
; transform reflection vector into view space
dp3 oT1.x, $reflectionVector, $cViewModel0
dp3 oT1.y, $reflectionVector, $cViewModel1
dp3 oT1.z, $reflectionVector, $cViewModel2
&FreeRegister( \$reflectionVector );
}
elsif( $envmapsphere )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
&ComputeSphereMapTexCoords( $reflectionVector, "oT1" );
&FreeRegister( \$reflectionVector );
}
else
{
&ComputeReflectionVector( $worldPos, $worldNormal, "oT1" );
}
; envmap mask
dp4 oT2.x, $vTexCoord0, c92 ; FIXME
dp4 oT2.y, $vTexCoord0, c93 ; FIXME
&FreeRegister( \$worldNormal );
}
else
{
; YUCK! This is to make texcoords continuous for mat_softwaretl
mov oT1, $cZero
mov oT2, $cZero
}
if( $detail )
{
dp4 oT3.x, $vTexCoord0, c94
dp4 oT3.y, $vTexCoord0, c95
}
else
{
&DoHeightClip( $worldPos, "oT3" );
}
&FreeRegister( \$worldPos );
}
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