Counter Strike : Global Offensive Source Code
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#include "common_fog_vs_forcevertexfog_fxc.h" #include "common_vs_fxc.h"
// DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "FLASHLIGHT" "0..1"
struct VS_INPUT { float4 vPos : POSITION; float4 vNormal : NORMAL; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float2 vBaseTexCoord : TEXCOORD0; };
struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position
#if ( HARDWAREFOGBLEND ) float fog : FOG; #else float fog : TEXCOORD0; #endif
float2 vBaseTexCoord : TEXCOORD1;
#if ( FLASHLIGHT ) float3 worldPos : TEXCOORD2; float3 worldNormal : TEXCOORD3; #endif };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o;
float3 worldPos, vNormal, worldNormal;
#if ( FLASHLIGHT ) { DecompressVertex_Normal( v.vNormal, vNormal ); SkinPositionAndNormal( SKINNING, v.vPos, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal ); o.worldPos = worldPos; o.worldNormal = worldNormal; } #else { SkinPosition( SKINNING, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); } #endif
// Transform into projection space o.projPos = 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.projPos.y = -o.projPos.y; o.projPos.z = 2.0f * o.projPos.z - o.projPos.w; } #endif // _PS3
#if ( HARDWAREFOGBLEND ) { o.fog = CalcFixedFunctionFog( worldPos, DOWATERFOG ); } #else { o.fog = CalcNonFixedFunctionFog( worldPos, false ); } #endif
o.vBaseTexCoord = v.vBaseTexCoord;
return o; }
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