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299 lines
8.9 KiB
299 lines
8.9 KiB
14 years ago
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vs.1.1
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dcl_position v0
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dcl_color v5
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dcl_texcoord0 v7
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dcl_texcoord1 v8
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dcl_texcoord2 v9
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// Store our input position in world space in r6
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m4x3 r6, v0, c18; // v0 * l2w
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// Fill out our w (m4x3 doesn't touch w).
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mov r6.w, c13.z;
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//
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// Input diffuse v5 color is:
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// v5.r = overall transparency
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// v5.g = illumination
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// v5.b = overall wave scaling
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//
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// v5.a is:
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// v5.w = 1/(2.f * edge length)
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// So per wave filtering is:
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// min(max( (waveLen * v5.wwww) - 1), 0), 1.f);
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// So a wave effect starts dying out when the wave is 4 times the sampling frequency,
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// and is completely filtered at 2 times sampling frequency.
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// We'd like to make this autocalculated based on the depth of the water.
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// The frequency filtering (v5.w) still needs to be calculated offline, because
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// it's dependent on edge length, but the first 3 filterings can be calculated
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// based on this vertex.
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// Basically, we want the transparency, reflection strength, and wave scaling
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// to go to zero as the water depth goes to zero. Linear falloffs are as good
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// a place to start as any.
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//
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// depth = waterlevel - r6.z => depth in feet (may be negative)
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// depthNorm = depth / depthFalloff => zero at watertable, one at depthFalloff beneath
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// atten = minAtten + depthNorm * (maxAtten - minAtten);
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// These are all vector ops.
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// This provides separate ramp ups for each of the channels (they reach full unfiltered
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// values at different depths), but doesn't provide separate controls for where they
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// go to zero (they all go to zero at zero depth). For that we need an offset. An offset
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// in feet (depth) is probably the most intuitive. So that changes the first calculation
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// of depth to:
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// depth = waterlevel - r6.z + offset
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// = (waterlevel + offset) - r6.z
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// And since we only need offsets for 3 channels, we can make the waterlevel constant
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// waterlevel[chan] = watertableheight + offset[chan],
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// with waterlevel.w = watertableheight.
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//
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// So:
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// c22 = waterlevel + offset
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// c23 = (maxAtten - minAtten) / depthFalloff
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// c24 = minAtten.
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// And in particular:
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// c22.w = waterlevel
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// c23.w = 1.f;
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// c24.w = 0;
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// So r4.w is the depth of this vertex in feet.
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// Dot our position with our direction vectors.
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mul r0, c7, r6.xxxx;
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mad r0, c8, r6.yyyy, r0;
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//
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// dist = mad( dist, kFreq.xyzw, kPhase.xyzw);
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mul r0, r0, c4;
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add r0, r0, c5;
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//
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// // Now we need dist mod'd into range [-Pi..Pi]
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// dist *= rcp(kTwoPi);
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rcp r4, c12.wwww;
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add r0, r0, c12.zzzz;
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mul r0, r0, r4;
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// dist = frac(dist);
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expp r1.y, r0.xxxx
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mov r1.x, r1.yyyy
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expp r1.y, r0.zzzz
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mov r1.z, r1.yyyy
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expp r1.y, r0.wwww
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mov r1.w, r1.yyyy
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expp r1.y, r0.yyyy
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// dist *= kTwoPi;
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mul r0, r1, c12.wwww;
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// dist += -kPi;
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sub r0, r0, c12.zzzz;
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//
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// sincos(dist, sinDist, cosDist);
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// sin = r0 + r0^3 * vSin.y + r0^5 * vSin.z
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// cos = 1 + r0^2 * vCos.y + r0^4 * vCos.z
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mul r1, r0, r0; // r0^2
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mul r2, r1, r0; // r0^3 - probably stall
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mul r3, r1, r1; // r0^4
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mul r4, r1, r2; // r0^5
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mul r5, r2, r3; // r0^7
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mul r1, r1, c11.yyyy; // r1 = r0^2 * vCos.y
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mad r2, r2, c10.yyyy, r0; // r2 = r0 + r0^3 * vSin.y
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add r1, r1, c11.xxxx; // r1 = 1 + r0^2 * vCos.y
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mad r2, r4, c10.zzzz, r2; // r2 = r0 + r0^3 * vSin.y + r0^5 * vSin.z
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mad r1, r3, c11.zzzz, r1; // r1 = 1 + r0^2 * vCos.y + r0^4 * vCos.z
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// r0^7 & r0^6 terms
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mul r4, r4, r0; // r0^6
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mad r2, r5, c10.wwww, r2;
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mad r1, r4, c11.wwww, r1;
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// Calc our depth based filtering here into r4 (because we don't use it again
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// after here, and we need our filtering shortly).
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sub r4, c22, r6.zzzz;
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mul r4, r4, c23;
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add r4, r4, c24;
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// Clamp .xyz to range [0..1]
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min r4.xyz, r4, c13.zzzz;
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max r4.xyz, r4, c13.xxxx;
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//mov r4.xyz, c13.xxx; // HACKTEST
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// Calc our filter (see above).
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mul r11, v5.wwww, c21;
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max r11, r11, c13.xxxx;
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min r11, r11, c13.zzzz;
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//mov r2, r1;
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// r2 == sinDist
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// r1 == cosDist
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// sinDist *= filter;
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mul r2, r2, r11;
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// sinDist *= kAmplitude.xyzw
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mul r2, r2, c6;
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// height = dp4(sinDist, kOne);
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// accumPos.z += height; (but accumPos.z is currently 0).
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dp4 r8.x, r2, c13.zzzz;
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mul r8.y, r8.x, r4.z;
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add r8.z, r8.y, c22.w;
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max r6.z, r6.z, r8.z;
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// r8.x == wave height relative to 0
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// r8.y == dampened wave relative to 0
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// r8.z == dampened wave height in world space
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// r6.z == wave height clamped to never go beneath ground level
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//
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// cosDist *= kFreq.xyzw;
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mul r1, r1, c4;
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// cosDist *= kAmplitude.xyzw; // Combine?
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mul r1, r1, c6;
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// cosDist *= filter;
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mul r1, r1, r11;
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//
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// accumCos = (0, 0, 0, 0);
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mov r7, c13.xxxz;
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// temp = dp4( cosDist, toCenter_X );
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// accumCos.x += temp.xxxx; (but accumCos = (0,0,0,0)
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dp4 r7.x, r1, -c7
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//
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// temp = dp4( cosDist, toCenter_Y );
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// accumCos.y += temp.xxxx;
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dp4 r7.y, r1, -c8
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//
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// }
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//
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// accumBin = (1, 0, -accumCos.x);
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// accumTan = (0, 1, -accumCos.y);
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// accumNorm = (accumCos.x, accumCos.y, 1);
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mov r11, c13.xxzx;
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add r11, r11, r7.xyzz;
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dp3 r10.x, r11, r11;
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rsq r10.x, r10.x;
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mul r11, r11, r10.xxxx;
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//
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// Add in our scrunch (offset in X/Y plane).
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// Scale down our scrunch amount by the wave scaling
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mul r10.x, c9.y, r4.z;
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mad r6.xy, r11.xy, r10.xx, r6.xy;
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// Bias our vert up a bit to compensate for precision errors.
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// In particular, our filter coefficients are coming in as
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// interpolated bytes, so there's bound to be a lot of slop
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// from that. We've got a free slot in c25.x, so we'll use that.
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// A better implementation would be to bias and scale our screen
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// vert, effectively pushing the vert toward the camera without
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// actually moving it, but this is easier and might work just
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// as well.
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add r6.z, r6.z, c25.x;
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//
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// // Transform position to screen
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//
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//
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//m4x4 oPos, r6, c0; // ADDFOG
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m4x4 r9, r6, c0;
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add r10.x, r9.w, c29.x;
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mul oFog, r10.x, c29.y;
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//mov oFog.x, c13.y;
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mov oPos, r9;
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// Calculate our normal scrunch and apply to our cosines.
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mul r2.x, r6.z, c9.x;
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add r2.x, r2.x, c13.z;
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mul r2.x, r2.x, r4.z;
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mul r7.xy, r7.xy, r2.xx;
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// Now onto texture coordinate generation.
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//
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// First is the usual texture transform
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mov r11.zw, c13.zzzz;
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dp4 r11.x, v7, c14;
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dp4 r11.y, v7, c15;
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mov oT0, r11;
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// Calculate our basis vectors as input into our tex3x3vspec
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// This would be like:
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//add r1, c13.zxxx, r7.zzxz;
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//add r2, c13.xzxx, r7.zzyz;
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//sub r3, c13.xxzz, r7.xyzz;
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// BUT =>
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// Now r1-r3 are surface2world, but we still need to fold
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// in texture2surface. That's imbedded in our uv's v8,v9, plus
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// the normal we just computed into r11.
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// So the full matrix multiply surface2world * texture2surface would be:
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// | r1.v8 r1.v9 r1.(0,0,1) |
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// | r2.v8 r2.v9 r2.(0,0,1) |
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// | r3.v8 r3.v9 r3.(0,0,1) |
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// But we notice that
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// r1 = (1, 0, r7.x)
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// r2 = (0, 1, r7.y)
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// r3 = (-r7.x, -r7.y, 1)
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// and also:
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// r7.z == v8.z == v9.z == 0
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// and r7.w == 1.0
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//
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// Considering the zeros, and doing the matrix multiply by hand, we get
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// the final matrix of
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// | v8.x v9.x r7.x |
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// | v8.y v9.y r7.y |
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// | -dp3(r7,v8) -dp3(r7,v9) 1 |
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// So we wind up not needing r1-r3 at all
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add r1, v8.xzzz, r7.zzxw;
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mov r1.y, v9.x;
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add r2, v8.yzzz, r7.zzxw;
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mov r2.y, v9.y;
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dp3 r3.x, -r7, v8;
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dp3 r3.y, -r7, v9;
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mov r3.zw, r7.ww;
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// Following section is debug only to skip the per-vert tangent space axes.
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//add r1, c13.zxxx, r7.zzxw;
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//add r2, c13.xzxx, r7.zzyw;
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//
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//mov r3.x, -r7.x;
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//mov r3.y, -r7.y;
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//mov r3.zw, c13.zz;
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// See vs_WaveFixedFin6.inl for derivation of the following
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sub r0, r6, c27; // c27 is camera position.
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dp3 r10.x, r0, r0;
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rsq r10.x, r10.x;
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mul r0, r0, r10.xxxx;
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dp3 r10.x, r0, c28; // c28 is kEnvAdjust
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mad r10.y, r10.x, r10.x, -c28.w;
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rsq r9.x, r10.y;
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mad r10.z, r10.y, r9.x, r10.x;
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mad r0.xyz, r0, r10.zzz, -c28.xyz;
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mov r1.w, -r0.x;
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mov r2.w, -r0.y;
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mov r3.w, -r0.z;
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// Now r1-r3 are texture2world, with the eye-ray vector in .w. We just
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// need to normalize them and bung them into output UV's 1-3.
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// Note we're accounting for our environment map being flipped from
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// D3D (and all rational thought) by putting r2 into UV3 and r3 into UV2.
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mov r10.w, c13.z;
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dp3 r10.x, r1, r1;
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rsq r10.x, r10.x;
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mul oT1, r1, r10.xxxw;
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dp3 r10.x, r3, r3;
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rsq r10.x, r10.x;
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mul oT2, r3, r10.xxxw;
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//mul oT3, r3, r10.xxxw; // YZHACK
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dp3 r10.x, r2, r2;
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rsq r10.x, r10.x;
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mul oT3, r2, r10.xxxw;
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//mul oT2, r2, r10.xxxw;
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// Output color is vertex green
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// Output alpha is vertex red (vtx alpha is used for wave filtering)
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// Whole thing modulated by material color/opacity.
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mul oD0, v5.yyyx, c26;
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