Team Fortress 2 Source Code as on 22/4/2020
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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------ ; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform ; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform ; $SHADER_SPECIFIC_CONST_4 = Modulation color ;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
; Transform position from object to projection space dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------
alloc $worldPos if( $DOWATERFOG == 1 ) { ; Get the worldpos z component only since that's all we need for height fog dp4 $worldPos.z, $vPos, $cModel2 } &CalcFog( $worldPos, $projPos ); free $worldPos
&FreeRegister( \$projPos );
; YUCK! This is to make texcoords continuous for mat_softwaretl mov oT0, $cZero ; Texture coordinates mov oT1, $vTexCoord1
mov oD0, $cOne
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