Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
const float4 cShaderConst0 : register( SHADER_SPECIFIC_CONST_0 ); const float4 cShaderConst1 : register( SHADER_SPECIFIC_CONST_1 );
struct VS_INPUT { float4 vPos : POSITION; float4 vTexCoord0 : TEXCOORD0; float4 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2;
float4 vColor : COLOR0; };
struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float2 vTexCoord3 : TEXCOORD3; float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
float4 vColor : COLOR0;
float4 fogFactorW : COLOR1;
#if !defined( _X360 ) float fog : FOG; #endif };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos; worldPos = mul( v.vPos, cModel[0] ); float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.vProjPos = vProjPos; vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif
// Compute the texture coordinates given the offset between // each bumped lightmap float2 offset; offset.x = v.vTexCoord2.x; offset.y = 0.0f; o.vTexCoord0.x = dot( v.vTexCoord0, cShaderConst0 ); o.vTexCoord0.y = dot( v.vTexCoord0, cShaderConst1 ); o.vTexCoord1 = offset + v.vTexCoord1.xy; o.vTexCoord2 = (offset * 2.0) + v.vTexCoord1.xy; o.vTexCoord3 = (offset * 3.0) + v.vTexCoord1.xy; o.vColor = v.vColor;
return o; }
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