Team Fortress 2 Source Code as on 22/4/2020
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  1. // DYNAMIC: "DOWATERFOG" "0..1"
  2. #include "common_vs_fxc.h"
  3. static const int g_FogType = DOWATERFOG;
  4. const float4 cShaderConst0 : register( SHADER_SPECIFIC_CONST_0 );
  5. const float4 cShaderConst1 : register( SHADER_SPECIFIC_CONST_1 );
  6. struct VS_INPUT
  7. {
  8. float4 vPos : POSITION;
  9. float4 vTexCoord0 : TEXCOORD0;
  10. float4 vTexCoord1 : TEXCOORD1;
  11. float2 vTexCoord2 : TEXCOORD2;
  12. float4 vColor : COLOR0;
  13. };
  14. struct VS_OUTPUT
  15. {
  16. float4 vProjPos : POSITION;
  17. float2 vTexCoord0 : TEXCOORD0;
  18. float2 vTexCoord1 : TEXCOORD1;
  19. float2 vTexCoord2 : TEXCOORD2;
  20. float2 vTexCoord3 : TEXCOORD3;
  21. float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
  22. float4 vColor : COLOR0;
  23. float4 fogFactorW : COLOR1;
  24. #if !defined( _X360 )
  25. float fog : FOG;
  26. #endif
  27. };
  28. VS_OUTPUT main( const VS_INPUT v )
  29. {
  30. VS_OUTPUT o = ( VS_OUTPUT )0;
  31. float3 worldPos;
  32. worldPos = mul( v.vPos, cModel[0] );
  33. float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
  34. o.vProjPos = vProjPos;
  35. vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
  36. o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
  37. o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
  38. #if !defined( _X360 )
  39. o.fog = o.fogFactorW;
  40. #endif
  41. // Compute the texture coordinates given the offset between
  42. // each bumped lightmap
  43. float2 offset;
  44. offset.x = v.vTexCoord2.x;
  45. offset.y = 0.0f;
  46. o.vTexCoord0.x = dot( v.vTexCoord0, cShaderConst0 );
  47. o.vTexCoord0.y = dot( v.vTexCoord0, cShaderConst1 );
  48. o.vTexCoord1 = offset + v.vTexCoord1.xy;
  49. o.vTexCoord2 = (offset * 2.0) + v.vTexCoord1.xy;
  50. o.vTexCoord3 = (offset * 3.0) + v.vTexCoord1.xy;
  51. o.vColor = v.vColor;
  52. return o;
  53. }