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437 lines
13 KiB
437 lines
13 KiB
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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 r5, r2, c7; |
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// r5 is now T = sum(Ai * sin()) |
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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, r5, 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 *= kAmplitude.xyzw; // Combine? |
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mul r7, r1, c7; |
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// cosDist *= filter; |
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mul r7, r7, r11; |
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// r7 is now M = sum(Ai * cos()) |
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// Okay, here we go: |
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// W == sum(k w Dir.x^2 A sin()) |
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// V == sum(k w Dir.x Dir.y A sin()) |
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// U == sum(k w Dir.y^2 A sin()) |
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// |
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// T == sum(A sin()) |
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// |
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// S == sum(k Dir.x A cos()) |
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// R == sum(k Dir.y A cos()) |
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// |
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// Q == sum(k w A cos()) |
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// |
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// M == sum(A cos()) |
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// |
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// P == sum(w Dir.x A cos()) |
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// N == sum(w Dir.y A cos()) |
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// |
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// Then: |
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// Pos = (in.x + S, in.y + R, waterheight + T) |
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// |
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// Bin = (1 - W, -V, P) |
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// Tan = (-V, 1 - U, N) |
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// Nor = (-P, -N, 1 - Q) |
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// |
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// But we want the transpose of that to go into r1-r3 |
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dp4 r10.x, r7, c29; |
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add r6.x, r6.x, r10.x; |
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dp4 r10.x, r7, c30; |
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add r6.y, r6.y, r10.x; |
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dp4 r1.x, r5, -c34; |
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dp4 r2.x, r5, -c35; |
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dp4 r3.x, r7, c31; |
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add r1.x, r1.xxxx, c16.zzzz; |
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dp4 r1.y, r5, -c35; |
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dp4 r2.y, r5, -c36; |
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dp4 r3.y, r7, c32; |
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add r2.y, r2.yyyy, c16.zzzz; |
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dp4 r1.z, r7, -c31; |
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dp4 r2.z, r7, -c32; |
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dp4 r3.z, r5, -c33; |
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add r3.z, r3.zzzz, c16.zzzz; |
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// Calculate our normalized vector from camera to vtx. |
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// We'll use that a couple of times coming up. |
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sub r5, r6, c17; |
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dp3 r10.x, r5, r5; |
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rsq r10.x, r10.x; |
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mul r5, r5, r10.xxxx; // r0 = D |
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rcp r5.w, r10.x; |
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// Calculate our specular attenuation from and into r5.w. |
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// r5.w starts off the distance from vtx to camera. |
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// Once we've turned it into an attenuation factor, we |
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// scale the x and y of our normal map (through the transform bases) |
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// so that in the distance, the normal map is flat. Note that the |
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// geometry in the distance isn't necessarily flat. We want to apply |
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// this scale to the normal read from the normal map before it is |
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// transformed into surface space. |
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add r5.w, r5.w, c11.x; |
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mul r5.w, r5.w, c11.y; |
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min r5.w, r5.w, c16.z; |
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max r5.w, r5.w, c16.x; |
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mul r5.w, r5.w, r5.w; // Square it to account for perspective |
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mul r5.w, r5.w, c11.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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//mad r1, r5.wwww, c16.zxxx, r7.zzxz; |
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//mad r2, r5.wwww, c16.xzxx, r7.zzyz; |
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//mul r3.xy, r3.xy, r5.wwww; |
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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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mov r0, r5; // 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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// ATI 9000 is having trouble with eyeVec as computed. Normalizing seems to get it over the hump. |
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dp3 r10.x, r0, r0; |
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rsq r9.x, r10.x; |
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mul r0.xyz, r0.xyz, r9.xxx; |
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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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mov r0.zw, c16.zzxz; |
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dp3 r0.x, r1, r1; |
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rsq r0.xy, r0.x; |
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mul r0.x, r0.x, r5.w; |
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mul oT1, r1.xyzw, r0.xxyw; |
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// mul r8, r1.xyzw, r0.xxxw; // VISUAL |
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mul r11.x, r1.z, r0.y; |
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dp3 r0.x, r2, r2; |
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rsq r0.xy, r0.x; |
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mul r0.x, r0.x, r5.w; |
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mul oT3, r2.xyzw, r0.xxyw; |
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// mul r9, r2.xyzw, r0.xxxw; // VISUAL |
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mul r11.y, r2.z, r0.y; |
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dp3 r0.x, r3, r3; |
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rsq r0.xy, r0.x; |
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mul r0.x, r0.x, r5.w; |
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mul oT2, r3.xyzw, r0.xxyw; |
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// mul r9, r3.xyzw, r0.xxxw; // VISUAL |
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mul r11.z, r3.z, r0.y; |
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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.zzzz; // TESTFOGHACK |
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mov oPos, r9; |
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// Transform our uvw |
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mul r0.x, v0.xxxx, c10.xxxx; |
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mul r0.y, v0.yyyy, c10.xxxx; |
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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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// vector from this point to camera and normalize stashed in r5 |
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// Dot that with the computed normal |
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dp3 r1.x, -r5, r11; |
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mul r1.x, r1.x, v5.z; |
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// dp3 r1.x, r5, 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 |
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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; |
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// No need to clamp, since the destination register (in the pixel shader) |
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// will saturate [0..1] anyway. |
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//%%% mul r1.w, r1.w, r4.x; |
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//%%% mul r1.xyz, r1.xyz, r4.yyy; |
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mul r1, r1, r4.yyyx; // HACKTESTCOLOR |
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//mul r1.xyz, r1, r8.xxx; // WAVEFACE |
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mul r1.w, r1.wwww, v5.xxxx; |
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mul r1.w, r1.wwww, c4.wwww; |
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mul oD0, r1, c20; |
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mov oD1, c4; // SEENORM |
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//mov oD1, c16.xxxx; |
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// mov oD1, r4.yyyy; |
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//mov oD1, c16.zzzz; // HACKAGE |
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// mov oD1, r9; |
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// mov oD1, r8.xzyw;
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