Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
// STATIC: "STAGE" "0..2"
// Includes #include "common_vs_fxc.h"
// Globals //const float g_flTime : register( SHADER_SPECIFIC_CONST_0 ); const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
const float2 g_vConst3 : register( SHADER_SPECIFIC_CONST_3 ); #define g_flPortalOpenAmount g_vConst3.x #define g_flPortalStaticAmount g_vConst3.y
// Structs struct VS_INPUT { float4 vPos : POSITION; // Position float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates };
struct VS_OUTPUT { float4 vProjPosition : POSITION; // Projection-space position float2 vUv0 : TEXCOORD0; float2 vUv1 : TEXCOORD1;
#ifndef _X360 float fog : FOG; #endif };
// Main VS_OUTPUT main( const VS_INPUT i ) { float kFlPortalOuterBorder = 0.075f; // Must match PS!
VS_OUTPUT o;
// Transform the position o.vProjPosition.xyzw = mul( i.vPos, cModelViewProj );
// Portal open time float flPortalOpenAmount = saturate( g_flPortalOpenAmount + 0.001f ); // 0.001f to avoid divide by zero
// Texture coordinates float2 vBaseUv; vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] ); vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] ); o.vUv0.xy = ( ( vBaseUv.xy - 0.5f ) / ( flPortalOpenAmount * flPortalOpenAmount ) ) + 0.5f; o.vUv1.xy = o.vUv0.xy;
// Fog #ifndef _X360 { float3 vWorldPos = mul( i.vPos, cModel[0] ); o.fog = CalcFog( vWorldPos.xyz, o.vProjPosition, FOGTYPE_RANGE ); } #endif
return o; }
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