Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// DYNAMIC: "DZONE" "0..1"
#include "common_fog_vs_fxc.h"
#include "common_vs_fxc.h"
const float4 vConst0 : register(SHADER_SPECIFIC_CONST_0);
#define g_time vConst0.x
#define g_scale vConst0.y
const float4 vConst3 : register(SHADER_SPECIFIC_CONST_3);
#define g_dzCenter vConst3.xyz
#define g_dzRadius vConst3.w
static const int g_FogType = DOWATERFOG;
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vColor : COLOR0;
float4 vTexCoord0 : TEXCOORD0;
//float4 vTexCoord1 : TEXCOORD1;
};
struct VS_OUTPUT
{
float4 projPos : POSITION; // Projection-space position
float2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
worldPos = mul( v.vPos, cModel[0] );
float3 v2p = worldPos - cEyePos;
float l = length(v2p);
float3 up = float3(0,0,1);
float3 right = normalize(cross(up, normalize(v2p)));
float flScale = smoothstep( 2500, 2200, l ) * g_scale;
float flCrush = smoothstep( 20, 60, l );
#if ( DZONE == 1 )
flScale *= smoothstep( g_dzRadius, g_dzRadius - 200, length( worldPos - g_dzCenter ) );
#endif
worldPos.z -= v.vTexCoord0.w * flScale * flCrush;
worldPos.xy -= right.xy * v.vTexCoord0.z * flScale;
float flRipple = 4 * sin( g_time + worldPos.x ) + sin( 2 * g_time + worldPos.y );
float flZscale = (v.vTexCoord0.w * -0.01f);
worldPos.xy -= right.xy * flRipple * flZscale;
// Transform into projection space
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z );
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
#endif
o.color.rgba = v.vColor.rgba;
// darken bottom of grass - TODO: make material params
o.color.rgb *= saturate( pow( flZscale, 0.01 ) + 0.5 );
// Base texture coordinates
o.baseTexCoord.xy = v.vTexCoord0.xy;
return o;
}