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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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// Store our input position in world space in r6
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m4x3 r6, v0, c21; // v0 * l2w
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// Fill out our w (m4x3 doesn't touch w).
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mov r6.w, c16.zzzz;
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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 = reflection strength (transparency)
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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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// c25 = waterlevel + offset
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// c26 = (maxAtten - minAtten) / depthFalloff
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// c27 = minAtten.
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// And in particular:
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// c25.w = waterlevel
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// c26.w = 1.f;
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// c27.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, c8, r6.xxxx;
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mad r0, c9, 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, c5;
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add r0, r0, c6;
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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, c15.wwww;
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add r0, r0, c15.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, c15.wwww;
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// dist += -kPi;
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sub r0, r0, c15.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, c14.yyyy; // r1 = r0^2 * vCos.y
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mad r2, r2, c13.yyyy, r0; // r2 = r0 + r0^3 * vSin.y
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add r1, r1, c14.xxxx; // r1 = 1 + r0^2 * vCos.y
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mad r2, r4, c13.zzzz, r2; // r2 = r0 + r0^3 * vSin.y + r0^5 * vSin.z
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mad r1, r3, c14.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, c13.wwww, r2;
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mad r1, r4, c14.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, c25, r6.zzzz;
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mul r4, r4, c26;
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add r4, r4, c27;
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// Clamp .xyz to range [0..1]
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min r4.xyz, r4, c16.zzzz;
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max r4.xyz, r4, c16.xxxx;
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// Calc our filter (see above).
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mul r11, v5.wwww, c24;
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max r11, r11, c16.xxxx;
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min r11, r11, c16.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, c7;
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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, c16.zzzz;
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mul r8.y, r8.x, r4.z;
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add r8.z, r8.y, c25.w;
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max r6.z, r6.z, r8.z; // CLAMP
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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, c5;
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// cosDist *= kAmplitude.xyzw; // Combine?
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mul r1, r1, c7;
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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, c16.xxxx;
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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, -c8
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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, -c9
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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, c16.xxzx;
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add r11, r11, r7;
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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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// // Scrunch in based on computed (normalized) normal
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// temp = mul( accumNorm, kNegScrunchScale ); // kNegScrunchScale = (-scrunchScale, -scrunchScale, 0, 0);
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// accumPos += temp;
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//dp3 r10.x, r11, c18.zxw; // winddir.x, winddir.y, 0, 0 // NUKE
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// r10.x tells us whether our normal is opposed to the wind.
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// If opposed, r10.x = 0, else r10.x = 1.f;
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// We'll use this to kill the Scrunch on the back sides of waves.
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// We use it for position right here, and then again for the
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// normal just down a bit further.
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//slt r10.x, r10.x, c16.x; // NUKE
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//mov r10.x, c16.z; // HACKAGE NUKE
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//mul r9, r10.xxxx, r11; // NUKE
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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, c12.y, r4.z;
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//mov r10.x, c12.y; // NUKETEST TAKEOUT
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mad r6.xy, r11.xy, r10.xx, r6.xy;
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// mul r6.z, r6.z, r10.xxxx; DEBUG
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// mad r6, r11, c12.yyzz, r6;
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// accumNorm = mul (accumNorm, kScrunchScale ); // kScrunchScale = (scrunchScale, scrunchScale, 1, 1);
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// accumCos *= (scrunchScale, scrunchScale, 0, 0);
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mul r2.x, r6.z, c12.x;
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//mad r2.x, r2.x, r10.x, c16.z; NUKE
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add r2.x, r2.x, c16.z;
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mul r2.x, r2.x, r4.z; // HACKAGE // NUKETEST BACKIN
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// mul r7, r7, c12.xxzz;
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mul r7.xy, r7.xy, r2.xx;
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// This is actually wrong, but useful right now for visualizing the generated coords.
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// See below for correct version.
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sub r3, c16.xxzz, r7.xyzz;
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//mov oD0, r3; // SEENORM
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dp3 r8.x, r3, c18.zxww; // WAVEFACE
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mul r8.x, r8.x, c12.w; // WAVEFACE
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max r8.x, r8.x, c16.x; // WAVEFACE
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min r8.x, r8.x, c16.z; // WAVEFACE
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//mov r9.x, c12.z;
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//add r9.x, r9.x, -c16.z;
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//mad r8.x, r9.x, r8.x, c16.z; // WAVEFACE
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mul r8.x, r8.x, -c16.z;
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add r8.x, r8.x, c16.z;
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// Normalize?
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// We can either calculate an orthonormal basis from the
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// computed normal, with Binormal = (0,1,0) X Normal, Tangent = Normal X (1,0,0),
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// or compute our basis directly from the partial derivatives, with
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// Binormal = (1, 0, -cosX), Tangent = (0, 1, -cosY), Normal = (cosX, cosY, 1)
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//
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// These work out to identically the same result, so we'll compute directly
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// from the partials because it takes 2 fewer instructions.
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//
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// Note that our basis is NOT orthonormal. The Normal is equal to
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// Binormal X Tangent, but Dot(Binormal, Tangent) != 0. The Binormal and Tangents
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// are both correct tangents to the surface, and their projections on the XY plane
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// are 90 degrees apart, but in 3-space, they are not orthogonal. Practical implications?
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// Not really. I'm actually not really sure which is more "proper" for bump mapping.
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//
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// Note also that we add when we should subtract and subtract when we should
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// add, so that r1, r2, r3 aren't Binormal, Tangent, Normal, but the rows
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// of our transform, (Bx, Tx, Nx), (By, Ty, Ny), (Bz, Tz, Nz). See below for
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// explanation.
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//
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// Binormal = Y % Normal
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// Cross product3 is:
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// mul res.xyz, a.yzx, b.zxy
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// mad res.xyz, -a.zxy, b.yzx, res.xyz
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// mul r1.xyz, c16.zxx, r3.zxy;
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// mad r1.xyz, -c16.xxz, r3.yzx, r1.xyz;
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// Tangent = Normal % X
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// mul r2.xyz, r3.yzx, c16.xzx;
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// mad r2.xyz, -r3.zxy, c16.xxz, r2;
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add r1, c16.zxxx, r7.zzxz;
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add r2, c16.xzxx, r7.zzyz;
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// Note that we're swapping z and y to match our environment map tools in max.
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// We do this through our normal map transform (oT1, oT2, oT3), making it
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// a concatenation of:
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//
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// rotate about Z (blue) to turn our map into the wind
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// windRot = | dirY -dirX 0 |
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// | dirX dirY 0 |
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// | 0 0 1 |
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//
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// swap our Y and Z axes to match our environment map
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// swapYZ = | 1 0 0 |
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// | 0 0 1 |
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// | 0 1 0 |
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//
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// rotate the normal into the surface's tangent space basis
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// basis = | Bx Tx Nx |
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// | By Ty Ny |
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// | Bz Tz Nz |
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//
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// Note that we've constucted the basis by taking advantage of the
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// matrix being a pure rotation, as noted below, so r1, r2 and r3
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// are actually constructed as:
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// basis = | Bx -By -Bz |
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// | -Tx Ty -Tz |
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// | -Nx -Ny -Nz |
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//
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// Then the final normal map transform is:
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//
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// basis * swapYZ * windRot [ * normal ]
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// sub r1.w, c17.x, r6.x;
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// sub r2.w, c17.z, r6.z;
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// sub r3.w, c17.y, r6.y;
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// Big note here. All this math can blow up if the camera position
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// is outside the environment sphere. It's assumed that's dealt
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// with in the app setting up the constants. For that reason, the
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// camera position used here might not be the real local camera position,
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// which is needed for the angular attenuation, so we burn another constant
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// with our pseudo-camera position. To restrain the pseudo-camera from
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// leaving the sphere, we make:
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// pseudoPos = envCenter + (realPos - envCenter) * dist * R / (dist + R)
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// where dist = |realPos - envCenter|
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// So, our "finitized" eyeray is:
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// camPos + D * t - envCenter = D * t - (envCenter - camPos)
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// with
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// D = (pos - camPos) / |pos - camPos| // normalized usual eyeray
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// and
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// t = D dot F + sqrt( (D dot F)^2 - G )
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// with
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// F = (envCenter - camPos) => c19.xyz
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// G = F^2 - R^2 => c19.w
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// R = environment radius. => unused
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//
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// This all derives from the positive root of equation
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// (camPos + (pos - camPos) * t - envCenter)^2 = R^2,
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// In other words, where on a sphere of radius R centered about envCenter
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// does the ray from the real camera position through this point hit.
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//
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// Note that F, G, and R are all constants (one point, two scalars).
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//
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// So first we calculate D into r0,
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// then D dot F into r10.x,
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// then (D dot F)^2 - G into r10.y
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// then rsq( (D dot F)^2 - G ) into r9.x;
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// then t = r10.z = r10.x + r10.y * r9.x;
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// and
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// r0 = D * t - (envCenter - camPos)
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// = r0 * r10.zzzz - F;
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//
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sub r0, r6, c17;
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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; // r0 = D
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dp3 r10.x, r0, c19; // r10.x = D dot F
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mad r10.y, r10.x, r10.x, -c19.w; // r10.y = (D dot F)^2 - G
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rsq r9.x, r10.y; // r9.x = 1/SQRT((D dot F)^2 - G)
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mad r10.z, r10.y, r9.x, r10.x; // r10.z = D dot F + SQRT((D dot F)^2 - G)
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mad r0.xyz, r0, r10.zzz, -c19.xyz; // r0.xyz = D * t - (envCenter - camPos)
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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 rotate our basis vectors into the wind
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// This should be redone, and put our wind direction into
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// the water texture.
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dp3 r0.x, r1, c18.xyww;
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dp3 r0.y, r1, c18.zxww;
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mov r1.xy, r0;
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dp3 r0.x, r2, c18.xyww;
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dp3 r0.y, r2, c18.zxww;
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mov r2.xy, r0;
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dp3 r0.x, r3, c18.xyww;
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dp3 r0.y, r3, c18.zxww;
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mov r3.xy, r0;
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mov r0.zw, c16.zzxz;
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dp3 r0.x, r1, r1;
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rsq r0.x, r0.x;
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mul oT1, r1.xyzw, r0.xxxw;
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// mul r8, r1.xyzw, r0.xxxw; // VISUAL
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dp3 r0.x, r2, r2;
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rsq r0.x, r0.x;
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mul oT3, r2.xyzw, r0.xxxw;
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// mul r9, r2.xyzw, r0.xxxw; // VISUAL
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dp3 r0.x, r3, r3;
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rsq r0.x, r0.x;
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mul oT2, r3.xyzw, r0.xxxw;
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// mul r9, r3.xyzw, r0.xxxw; // VISUAL
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// mul r3, r3.xzyw, r0.xxxw;
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// mul r3.xy, r3, -c16.zzzz;
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/*
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// Want:
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// oT1 = (BIN.x, TAN.x, NORM.x, view2pos.x)
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// oT2 = (BIN.y, TAN.y, NORM.y, view2pos.y)
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// ot3 = (BIN.z, TAN.z, NORM.z, view2pos.z)
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// with BIN, TAN, and NORM normalized.
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// Unnormalized, we have
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// BIN = (1, 0, -r7.x) where r7 == accumCos
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// TAN = (0, 1, -r7.y)
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// NORM= (r7.x, r7.y, 1)
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// So, unnormalized, we have
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// oT1 = (1, 0, r7.x, view2pos.x)
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// oT2 = (0, 1, r7.y, view2pos.y)
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// oT3 = (-r7.x, -r7.y, 1, view2pos.z)
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// which is just reversing the signs on the accumCos
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// terms above. So the normalized version is just
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// reversing the signs on the normalized version above.
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*/
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//mov oT3, r4;
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//
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// // Transform position to screen
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//
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//
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//m4x3 r6, v0, c21; // HACKAGE
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//mov r6.w, c16.z; // HACKAGE
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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, c28.x;
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mul oFog, r10.x, c28.y;
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//mov oFog, c16.y; // TESTFOGHACK
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mov oPos, r9;
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mov oD0, c4; // SEENORM
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// Transform our uvw
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dp4 r0.x, v0, c10;
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dp4 r0.y, v0, c11;
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//mov r0.zw, c16.xxxz;
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mov oT0, r0
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|
// Questionble attenuation follows
|
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|
// Find vector from this point to camera and normalize
|
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|
|
sub r0, c17, r6;
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|
dp3 r1.x, r0, r0;
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|
rsq r1.x, r1.x;
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|
mul r0, r0, r1.xxxx;
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|
// Dot that with the computed normal
|
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|
dp3 r1.x, r0, r11;
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|
mul r1.x, r1.x, v5.z;
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|
// dp3 r1.x, r0, r3; // if you want the adjusted normal, you'll need to normalize/swizzle r3
|
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|
|
// Map dot=1 => 0, dot=0 => 1
|
|
|
|
sub r1.xyzw, c16.zzzz, r1.xxxx;
|
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|
|
add r1.w, r1.wwww, c16.zzzz;
|
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|
|
mul r1.w, r1.wwww, c16.yyyy;
|
|
|
|
// No need to clamp, since the destination register (in the pixel shader)
|
|
|
|
// will saturate [0..1] anyway.
|
|
|
|
//%%% mul r1.w, r1.w, r4.x;
|
|
|
|
//%%% mul r1.xyz, r1.xyz, r4.yyy;
|
|
|
|
mul r1, r1, r4.yyyx; // HACKTESTCOLOR
|
|
|
|
mul r1.xyz, r1, r8.xxx; // WAVEFACE
|
|
|
|
mul r1.w, r1.wwww, v5.xxxx;
|
|
|
|
mul oD1, r1, c20;
|
|
|
|
|
|
|
|
// mov oD1, r4.yyyy;
|
|
|
|
|
|
|
|
//mov oD1, c16.zzzz; // HACKAGE
|
|
|
|
// mov oD1, r9;
|
|
|
|
// mov oD1, r8.xzyw;
|