Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "ONLY_PROJECT_POSITION" "0..1" [XBOX] // STATIC: "ONLY_PROJECT_POSITION" "0..0" [PC] // STATIC: "COLOR_DEPTH" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "MORPHING" "0..1" [vs30]
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
#ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); #endif
struct VS_INPUT { float4 vPos : POSITION; float2 vTexCoord : TEXCOORD0; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES;
// Position delta stream float3 vPosFlex : POSITION1;
#ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif };
struct VS_OUTPUT { float4 vProjPos : POSITION;
#if (ONLY_PROJECT_POSITION == 0) //360 sometimes runs without the pixel shader component, but has to patch this output if it does. float2 texCoord : TEXCOORD0; #endif
#if COLOR_DEPTH float4 vWorldPos_projPosZ : TEXCOORD1; #endif
};
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 vWorldPos; float4 vPosition = v.vPos;
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( v.vPosFlex, vPosition.xyz ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3(0, 0, 0), vPosition.xyz ); #endif
SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPos );
float4 vProjPos = mul( float4( vWorldPos, 1.0f ), cViewProj );
o.vProjPos = vProjPos;
#if (ONLY_PROJECT_POSITION == 0) o.texCoord = v.vTexCoord; #endif
#if ( COLOR_DEPTH && !ONLY_PROJECT_POSITION ) o.vWorldPos_projPosZ.z = vProjPos.z; o.vWorldPos_projPosZ.w = vProjPos.w; #endif
return o; }
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