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SDK sync.
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142
materialsystem/stdshaders/unlitgeneric_inc.vsh
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142
materialsystem/stdshaders/unlitgeneric_inc.vsh
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#include "macros.vsh"
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;------------------------------------------------------------------------------
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; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform
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; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform
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; $SHADER_SPECIFIC_CONST_4-$SHADER_SPECIFIC_CONST_5 = Detail texture transform
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;------------------------------------------------------------------------------
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sub UnlitGeneric
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{
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local( $detail ) = shift;
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local( $envmap ) = shift;
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local( $envmapcameraspace ) = shift;
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local( $envmapsphere ) = shift;
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local( $vertexcolor ) = shift;
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local( $separatedetailuvs ) = shift;
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local( $worldPos, $worldNormal, $projPos, $reflectionVector );
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;------------------------------------------------------------------------------
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; Vertex blending
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;------------------------------------------------------------------------------
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&AllocateRegister( \$worldPos );
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if( $envmap )
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{
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&AllocateRegister( \$worldNormal );
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&SkinPositionAndNormal( $worldPos, $worldNormal );
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}
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else
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{
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&SkinPosition( $worldPos );
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}
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;------------------------------------------------------------------------------
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; Transform the position from world to proj space
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;------------------------------------------------------------------------------
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&AllocateRegister( \$projPos );
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dp4 $projPos.x, $worldPos, $cViewProj0
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dp4 $projPos.y, $worldPos, $cViewProj1
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dp4 $projPos.z, $worldPos, $cViewProj2
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dp4 $projPos.w, $worldPos, $cViewProj3
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mov oPos, $projPos
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;------------------------------------------------------------------------------
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; Fog
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;------------------------------------------------------------------------------
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&CalcFog( $worldPos, $projPos );
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&FreeRegister( \$projPos );
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if( !$envmap )
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{
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&FreeRegister( \$worldPos );
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}
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;------------------------------------------------------------------------------
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; Texture coordinates (use world-space normal for envmap, tex transform for mask)
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;------------------------------------------------------------------------------
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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if ( $g_x360 )
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{
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; must write xyzw to match read in pixelshader
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mov oT0.zw, $cZero
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}
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if( $envmap )
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{
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if( $envmapcameraspace )
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{
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&AllocateRegister( \$reflectionVector );
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&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
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; transform reflection vector into view space
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dp3 oT1.x, $reflectionVector, $cViewModel0
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dp3 oT1.y, $reflectionVector, $cViewModel1
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dp3 oT1.z, $reflectionVector, $cViewModel2
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if ( $g_x360 )
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{
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; must write xyzw to match read in pixelshader
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mov oT1.w, $cZero
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}
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&FreeRegister( \$reflectionVector );
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}
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elsif( $envmapsphere )
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{
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&AllocateRegister( \$reflectionVector );
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&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
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&ComputeSphereMapTexCoords( $reflectionVector, "oT1" );
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&FreeRegister( \$reflectionVector );
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}
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else
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{
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&ComputeReflectionVector( $worldPos, $worldNormal, "oT1" );
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}
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; envmap mask
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dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
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dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
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if ( $g_x360 )
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{
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; must write xyzw to match read in pixelshader
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mov oT2.zw, $cZero
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}
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&FreeRegister( \$worldPos );
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&FreeRegister( \$worldNormal );
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}
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if( $detail )
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{
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if ( $separatedetailuvs )
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{
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mov oT3, $vTexCoord1
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}
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else
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{
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dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
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dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
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}
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if ( $g_x360 )
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{
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; must write xyzw to match read in pixelshader
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mov oT3.zw, $cZero
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}
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}
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if( $vertexcolor )
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{
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; Modulation color
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mul oD0, $vColor, $cModulationColor
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}
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else
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{
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; Modulation color
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mov oD0, $cModulationColor
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}
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}
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