sqwarmed/sdk_src/materialsystem/stdshaders/debugtangentspace.vsh

35 lines
1.0 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "SKINNING" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&AllocateRegister( \$worldNormal );
&SkinPositionAndNormal( $worldPos, $worldNormal );
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
mov oPos, $projPos
&FreeRegister( \$worldPos );
; stick the normal in the color channel
mov oD0.xyz, $worldNormal.xyz
mov oD0.w, $cOne ; make sure all components are defined
&FreeRegister( \$projPos );
&FreeRegister( \$worldNormal );