Team Fortress 2 Source Code as on 22/4/2020
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#include "common_vs_fxc.h"
const float4 g_matBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 g_matCloudTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
struct VS_INPUT { float4 vPos : POSITION; float4 vTexCoord0 : TEXCOORD0; float4 vTexCoord1 : TEXCOORD1; };
struct VS_OUTPUT { float4 projPos : POSITION; float2 baseCoords : TEXCOORD0; float2 cloudAlphaCoords : TEXCOORD1; float fogFactor : TEXCOORD2; };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o; o.projPos = mul( v.vPos, cModelViewProj );
// Compute fog based on the position float3 vWorldPos = mul( v.vPos, cModel[0] ); o.fogFactor = CalcFog( vWorldPos, o.projPos, FOGTYPE_RANGE );
// Texture coordinate transforms o.baseCoords.x = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[0] ); o.baseCoords.y = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[1] ); o.cloudAlphaCoords.x = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[0] ); o.cloudAlphaCoords.y = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[1] );
return o; }
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