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243 lines
7.6 KiB
243 lines
7.6 KiB
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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// Store our input position in world space in r6 |
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m4x3 r6, v0, c25; // v0 * l2w |
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// Fill out our w (m4x3 doesn't touch w). |
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mov r6.w, c16.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 = 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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// c30 = waterlevel + offset |
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// c31 = (maxAtten - minAtten) / depthFalloff |
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// c32 = minAtten. |
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// And in particular: |
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// c30.w = waterlevel |
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// c31.w = 1.f; |
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// c32.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, c30, r6.zzzz; |
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mul r4, r4, c31; |
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add r4, r4, c32; |
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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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//mov r4.xyz, c16.xxx; // HACKTEST |
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// Calc our filter (see above). |
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mul r11, v5.wwww, c29; |
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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, c30.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, 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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// 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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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 c35.z, 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, c35.z; |
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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, c25; // 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, c4.x; |
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mul oFog, r10.x, c4.y; |
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mov oPos, r9; |
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// Dyna Stuff |
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// Constants |
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// c33 = fC1U, fC2U, fC1V, fC2V |
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// c34 = fInitAtten, t, life, 1.f / (life-decay) |
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// c35 = ramp, 1.f / ramp, BIAS (positive is up), FREE |
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// |
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// Vertex Info |
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// v7.z = fBirth (because we don't use it for anything else). |
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// |
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// Initialize r1.zw to 0,1 |
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mov r1, c16.xxxz; |
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// Calc r1.x = age, r1.y = atten |
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// age = t - birth. |
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sub r1.x, c34.y, v7.z; |
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// atten = clamp0_1(age / ramp) * clamp0_1((life-age) / (life-decay)); |
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// first clamp0_1(age/ramp) |
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mul r1.y, r1.x, c35.y; |
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min r1.y, r1.y, c16.z; // Clamp to one (can't go negative). |
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// now clamp0_1((life-age) / (life-decay)); |
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sub r1.z, c34.z, r1.x; |
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mul r1.z, r1.z, c34.w; |
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min r1.z, r1.z, c16.z; // Clamp to one |
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max r1.z, r1.z, c16.x; // Clamp to zero |
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mul r1.y, r1.y, r1.z; // atten is the product of the two terms. |
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// color is (atten, atten, atten, 1.f) |
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// Need to calculate opacity we would have had from vs_WaveFixedFin6.inl |
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// Right now that's just modulating by r4.y. |
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mul r0.y, r4.y, c34.x; |
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mul oD0, r0.yyyy, r1.yyyw; |
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//mov oD0, c16.zzzz; // HACKTEST |
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// UVW = (inUVW - 0.5) * scale + 0.5 |
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// where: |
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// scale = (fC1U / (age * fC2U + 1.f)), fC1V / (age * fC2U + 1.f), 1.f, 1.f |
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mov r2, c16.xxxz; |
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mul r2.xy, r1.xx, c33.yw; |
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add r2.xy, r2.xy, c16.zz; |
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rcp r2.x, r2.x; |
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rcp r2.y, r2.y; |
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mul r2.xy, r2.xy, c33.xz; |
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sub r1.xy, v7.xy, c16.yy; |
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mul r1.xy, r1.xy, r2.xy; |
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add r1.xy, r1.xy, c16.yy; |
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mov oT0, r1; |
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