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@ -52,7 +52,7 @@ static const char *WaterVPNoWave =
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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MUL R0, R0, R1; \n\
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MUL R0, R0, R1; \n\
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DP3 R1.x, R0.xyww, R0.xyww; \n\
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DP3 R1.x, R0.xyww, R0.xyww; \n\
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@ -73,7 +73,7 @@ ADD o[TEX0], R3, c[6]; \n\
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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MUL R0, R0, R1; \n\
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MUL R0, R0, R1; \n\
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MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\
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MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\
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@ -103,7 +103,7 @@ END";
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static const char *WaterVPStartCode =
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static const char *WaterVPStartCode =
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"!!VP1.0\n\
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"!!VP1.0\n\
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ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\
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ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\
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DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
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DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
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MAX R2, R2, c[16]; # avoid imprecision around 0 \n\
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MAX R2, R2, c[16]; # avoid imprecision around 0 \n\
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RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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RCP R3, R2.x; \n\
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RCP R3, R2.x; \n\
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