Team Fortress 2 Source Code as on 22/4/2020
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#include "common_vs_fxc.h"
const float4 g_vTextureSizeInfo : register( SHADER_SPECIFIC_CONST_0 ); const float4 g_mBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); //SHADER_SPECIFIC_CONST_2
#define TEXEL_XINCR (g_vTextureSizeInfo.x) #define TEXEL_YINCR (g_vTextureSizeInfo.y) #define U_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.z) #define V_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.w)
struct VS_INPUT { float4 vPos : POSITION; float2 vTexCoord0 : TEXCOORD0; };
struct VS_OUTPUT { float4 projPos : POSITION; //#if defined( _X360 ) // float2 baseTexCoord : TEXCOORD0; //#else float2 baseTexCoord00 : TEXCOORD0; float2 baseTexCoord01 : TEXCOORD1; float2 baseTexCoord10 : TEXCOORD2; float2 baseTexCoord11 : TEXCOORD3; float2 baseTexCoord_In_Pixels: TEXCOORD4; //#endif };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = mul( v.vPos, cModelViewProj );
float4 vTexCoordInput = { v.vTexCoord0.x, v.vTexCoord0.y, 0.0f, 1.0f }; float2 vTexCoord; vTexCoord.x = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[0] ); vTexCoord.y = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[1] );
//#if defined( _X360 ) // o.baseTexCoord.xy = vTexCoord.xy; //#else // Compute quantities needed for pixel shader texture lerping o.baseTexCoord00.x = vTexCoord.x - TEXEL_XINCR; o.baseTexCoord00.y = vTexCoord.y - TEXEL_YINCR; o.baseTexCoord10.x = vTexCoord.x + TEXEL_XINCR; o.baseTexCoord10.y = vTexCoord.y - TEXEL_YINCR;
o.baseTexCoord01.x = vTexCoord.x - TEXEL_XINCR; o.baseTexCoord01.y = vTexCoord.y + TEXEL_YINCR; o.baseTexCoord11.x = vTexCoord.x + TEXEL_XINCR; o.baseTexCoord11.y = vTexCoord.y + TEXEL_YINCR;
o.baseTexCoord_In_Pixels.xy = o.baseTexCoord00.xy; o.baseTexCoord_In_Pixels.x *= U_TO_PIXEL_COORD_SCALE; o.baseTexCoord_In_Pixels.y *= V_TO_PIXEL_COORD_SCALE; //#endif
return o; }
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