Team Fortress 2 Source Code as on 22/4/2020
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  1. vs.1.1
  2. # DYNAMIC: "DOWATERFOG" "0..1"
  3. ;------------------------------------------------------------------------------
  4. ; Constants specified by the app
  5. ; c0 = (0, 1, 2, 0.5)
  6. ; c1 = (1/2.2, 0, 0, 0)
  7. ; c2 = camera position *in world space*
  8. ; c4-c7 = modelViewProj matrix (transpose)
  9. ; c8-c11 = ViewProj matrix (transpose)
  10. ; c12-c15 = model->view matrix (transpose)
  11. ; c16 = [fogStart, fogEnd, fogRange, undefined]
  12. ;
  13. ; Vertex components (as specified in the vertex DECL)
  14. ; $vPos = Position
  15. ; $vTexCoord0.xy = TexCoord0
  16. ;------------------------------------------------------------------------------
  17. #include "macros.vsh"
  18. ; Vertex components
  19. ; $vPos = Position
  20. ; $vNormal = normal
  21. ; $vTexCoord0.xy = TexCoord0
  22. ; $vTangentS = S axis of Texture space
  23. ; $vTangentT = T axis of Texture space
  24. ;------------------------------------------------------------------------------
  25. ; Transform the position from world to view space
  26. ;------------------------------------------------------------------------------
  27. alloc $projPos
  28. ; Transform position from object to projection space
  29. dp4 $projPos.x, $vPos, $cModelViewProj0
  30. dp4 $projPos.y, $vPos, $cModelViewProj1
  31. dp4 $projPos.z, $vPos, $cModelViewProj2
  32. dp4 $projPos.w, $vPos, $cModelViewProj3
  33. alloc $worldPos
  34. ; Transform position from object to world space
  35. dp4 $worldPos.x, $vPos, $cModel0
  36. dp4 $worldPos.y, $vPos, $cModel1
  37. dp4 $worldPos.z, $vPos, $cModel2
  38. &CalcFog( $worldPos, $projPos );
  39. alloc $worldEyeVect
  40. ; Get the eye vector in world space
  41. add $worldEyeVect.xyz, -$worldPos, $cEyePos
  42. ; transform the eye vector to tangent space
  43. dp3 oT3.x, $worldEyeVect, $vTangentS
  44. dp3 oT3.y, $worldEyeVect, $vTangentT
  45. dp3 oT3.z, $worldEyeVect, $vNormal
  46. ; Get the magnitude of worldEyeVect
  47. dp3 $worldEyeVect.w, $worldEyeVect, $worldEyeVect
  48. rsq $worldEyeVect.w, $worldEyeVect.w
  49. rcp $worldEyeVect.w, $worldEyeVect.w
  50. ; calculate the cheap water blend factor and stick it into oD0.a
  51. ; NOTE: This won't be perspective correct!!!!!
  52. ; OPTIMIZE: This could turn into a mad.
  53. add $worldEyeVect.w, $worldEyeVect.w, -$SHADER_SPECIFIC_CONST_3.x
  54. mul oD0, $worldEyeVect.w, $SHADER_SPECIFIC_CONST_3.y
  55. ; dudv map
  56. alloc $bumpTexCoord
  57. dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
  58. dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
  59. mov oT0.xy, $bumpTexCoord
  60. ; normal map
  61. mov oT2.xy, $bumpTexCoord
  62. free $bumpTexCoord
  63. alloc $newProjPos
  64. mov oPos, $projPos
  65. ; special case perspective correct texture projection so that the texture fits exactly on the screen
  66. mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w
  67. add $projPos.xy, $projPos.xy, $projPos.w
  68. mul $projPos.xy, $projPos.xy, $cHalf
  69. mov oT1.xy, $projPos.xy
  70. mov oT1.z, $cZero
  71. mov oT1.w, $projPos.w
  72. free $projPos
  73. free $worldPos
  74. free $worldEyeVect
  75. free $projTangentS
  76. free $projTangentT
  77. free $newProjPos