Files
Client/Library/dxx8/samples/Multimedia/Media/SeaFloor.vsh
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

63 lines
1.9 KiB
GLSL

vs.1.1
;------------------------------------------------------------------------------
; Constants specified by the app
; c0 = ( 0, 0, 0, 0 )
; c1 = ( 1, 0.5, 2, 4 )
; c4-c7 = world-view-projection matrix
; c8-c11 = world-view matrix
; c12-c15 = view matrix
; c20 = light direction
; c21 = material diffuse color * light diffuse color
; c22 = material ambient color
; c28 = projection matrix
;
; Vertex components (as specified in the vertex DECL)
; v0 = Position
; v3 = Normal
; v6 = Texcoords
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; Vertex transformation
;------------------------------------------------------------------------------
; Transform to view space (world matrix is identity)
m4x4 r9, v0, c12
; Transform to projection space
m4x4 r10, r9, c28
; Store output position
mov oPos, r10
;------------------------------------------------------------------------------
; Lighting calculation
;------------------------------------------------------------------------------
dp3 r1.x, v3, c20 ; r1 = normal dot light
mul r0, r1.x, c21 ; Multiply with diffuse
add oD0, r0, c22 ; Add in ambient
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
; Copy tex coords
mov oT0.xy, v6
;------------------------------------------------------------------------------
; Fog calculation
;------------------------------------------------------------------------------
; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
add r0.x, -r9.z, c23.y
mul r0.x, r0.x, c23.z
max r0.x, r0.x, c0.x ; clamp fog to > 0.0
min oFog.x, r0.x, c1.x ; clamp fog to < 1.0