Counter Strike : Global Offensive Source Code
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// DYNAMIC: "COMPRESSED_VERTS" "0..1" #include "common_fog_vs_fxc.h" // DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG; static const bool g_bSkinning = SKINNING ? true : false;
struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL; };
struct VS_OUTPUT { float4 vProjPos : POSITION; float4 vDiffuse : COLOR0;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal );
float3 worldPos, worldNormal; SkinPositionAndNormal( g_bSkinning, v.vPos, vObjNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal ); o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.vProjPos.y = -o.vProjPos.y; o.vProjPos.z = 2.0f * o.vProjPos.z - o.vProjPos.w; #endif // _PS3
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); #endif
// stick the normal in the color channel o.vDiffuse.rgb = worldNormal; o.vDiffuse.a = 1.0f; return o; }
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