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; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; };
struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float2 vTexCoord3 : TEXCOORD3; 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] ); o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.fogFactorW = CalcFog( worldPos, o.vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif
// Compute the texture coordinates given the offset between each bumped lightmap
float2 bumpOffset; bumpOffset = v.vTexCoord2; o.vTexCoord0 = v.vTexCoord0; // bumpmap texcoords o.vTexCoord1 = bumpOffset + v.vTexCoord1; // first lightmap texcoord o.vTexCoord2 = (bumpOffset * 2.0) + v.vTexCoord1; // second lightmap texcoord o.vTexCoord3 = (bumpOffset * 3.0) + v.vTexCoord1; // third lightmpa texcoord return o; }
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