Bug 4356 - arbfp_glasswarp.txt and arbvp_glasswarp.txt are missing
Status: NEW
Alias: None
Product: Prey
Classification: Unclassified
Component: Game client
Version: unspecified
Hardware: PC All
: P3 major
Assignee: Ryan C. Gordon
QA Contact: Ryan C. Gordon
URL:
Depends on:
Blocks:
 
Reported: 2009-11-25 02:53 EST by jcgeny
Modified: 2009-11-25 02:53:54 EST
0 users

See Also:



Description jcgeny 2009-11-25 02:53:54 EST
with both os the files are missing .
the error appears at the launch of game . in console it is in the R_ReloadARBPrograms , i use files from quake4 glprogs folder and that all seems good .
here is a copy of files :

arbfp_glasswarp.txt

!!ARBfp1.0 
OPTION ARB_precision_hint_nicest;

TEMP color, color2, preturb, tc, temp, scaler, greyScale, R1, specular, newtexcoord;

#PARAM   one = { 1.0625, 1.0625, 1.0625, 1.0625 };
#PARAM   two = { 2.125, 2.125, 2.125, 2.125 };
#PARAM   one = { 1.03125, 1.03125, 1.03125, 1.03125 };
#PARAM   two = { 2.0625, 2.0625, 2.0625, 2.0625 };
PARAM   one = { 1.015625, 1.015625, 1.015625, 1.015625 };
PARAM   two = { 2.03125, 2.03125, 2.03125, 2.03125 };
#PARAM one = { 1, 1, 1, 1 };
#PARAM two = { 2, 2, 2, 1 };

PARAM zero = { 0, 0, 0, 0 };
PARAM default = { 0, 0, 0, 1 };
PARAM pointFive	= { 0.5, 0.5, 0.5, 1 };

PARAM preturbScale = { 0.2, 0.2, 0, 1 };
PARAM faceScale = { 0.1, 0.1, 0.1, 1 };
PARAM colorShift = { 0.1, 0.1, 0.2, 1 };
PARAM finalColorScale = { 0.6, 0.6, 1, 1 };

# specular is actually now viewer
DP3	specular, fragment.texcoord[6], fragment.texcoord[6];
RSQ	specular, specular.w;
MUL	specular.xyz, specular.w, fragment.texcoord[6];

# load heightmap
TXP		R1, fragment.texcoord[1], texture[7], 2D;
MAD		R1, R1, program.local[0].x, program.local[0].y; # scale and bias
MAD		newtexcoord, R1, specular, fragment.texcoord[1];

MOV tc, default;
MOV preturb, default;

# get the preturbation value
MOV tc, fragment.texcoord[0];
SUB tc.xy, tc, pointFive;
MUL tc.xy, tc, two;

TXP	temp, tc, texture[0], 2D;
MOV scaler, temp;

MUL temp, temp, preturbScale;
SUB preturb.xyz, one, temp;

# do the preturbation of texture coords
MOV tc, newtexcoord;
MOV temp, tc;
RCP temp.w, temp.w;
MOV tc.w, default;
MUL tc.xy, tc, temp.wwww;

SUB tc.xy, tc, pointFive;
MUL tc.xy, tc, preturb;
ADD tc.xy, tc, pointFive;

# get the actual lookup color from the preturbed texture coords
TXP	color.xyz, tc, texture[1], 2D;
MOV result.color.xyz, color;			# truncate!
TXP	color2.xyz, tc, texture[2], 2D;

MUL color2.xyz, color2, faceScale;

# compute the color shift value
MUL scaler, scaler, colorShift;
MOV greyScale, color.xxxx;
MUL greyScale, finalColorScale, greyScale;
MUL temp, greyScale, scaler.x;
SUB tc, one, scaler;
MUL color.xyz, color, tc.x;
ADD color.xyz, color, temp;

# final color mix
ADD color.xyz, color, color2;

MOV result.color.xyz, color;
#MUL color.xyz, color, fragment.color;	#dfm added !

END


arbvp_glasswarp.txt

!!ARBvp1.0 OPTION ARB_position_invariant ;

MOV result.texcoord[0].x, vertex.attrib[9].x;
MOV result.texcoord[1].x, vertex.attrib[10].x;

END