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;
struct VS_INPUT { float4 vPos : POSITION; float4 vTexCoord0 : TEXCOORD0; };
struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position #if !defined( _X360 ) float fog : FOG; #endif HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 worldPos_projPosZ : TEXCOORD1; // Necessary for water fog dest alpha float4 fogFactorW : COLOR1; };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float4 projPos; float3 worldPos;
projPos = mul( float4( v.vPos.xyz, 1 ), cModelViewProj ); o.projPos = projPos;
worldPos = mul( float4( v.vPos.xyz, 1 ), cModel[0] );
o.fogFactorW.w = CalcFog( worldPos, projPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW.w; #endif
o.worldPos_projPosZ = float4( worldPos, projPos.z ); o.baseTexCoord.xy = v.vTexCoord0; return o; }
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