Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "DOWATERFOG" "0..1" // STATIC: "ENVMAP_MASK" "0..1" #include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG; static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
struct VS_INPUT { float3 vPos : POSITION; float4 vNormal : NORMAL; float2 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; float2 vDetailTexCoord : TEXCOORD2; };
struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) float fog : FOG; #endif float2 baseTexCoord : TEXCOORD0; float2 detailTexCoord : TEXCOORD1; float2 lightmapTexCoord : TEXCOORD2; float2 envmapMaskTexCoord : TEXCOORD3; float4 worldPos_projPosZ : TEXCOORD4; float3 worldNormal : TEXCOORD5; float4 vertexColor : COLOR; float4 fogFactorW : COLOR1; };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal );
float4 projPos; projPos = mul( float4( v.vPos, 1 ), cModelViewProj ); o.projPos = projPos; projPos.z = dot( float4( v.vPos, 1 ), cModelViewProjZ ); o.worldPos_projPosZ.w = projPos.z; o.worldPos_projPosZ.xyz = mul( float4( v.vPos, 1 ), cModel[0] ); o.worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w; o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w; o.detailTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w; o.detailTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w; o.envmapMaskTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w; o.envmapMaskTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w; o.lightmapTexCoord = v.vLightmapTexCoord;
o.fogFactorW = CalcFog( o.worldPos_projPosZ.xyz, projPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif o.vertexColor = cModulationColor;
return o; }
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