Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "MORPHING" "0..1" [vs30]
// Includes #include "common_vs_fxc.h"
// Globals static const bool g_bSkinning = SKINNING ? true : false;
#ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); #endif
// Structs struct VS_INPUT { float4 vPos : POSITION; // Position float4 vBoneWeights : BLENDWEIGHT; // Skin weights float4 vBoneIndices : BLENDINDICES; // Skin indices float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
float3 vPosFlex : POSITION1; // Delta positions for flexing #ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif };
struct VS_OUTPUT { float4 vProjPosition : POSITION; // Projection-space position float2 vTexCoord0 : TEXCOORD0; };
// Main VS_OUTPUT main( const VS_INPUT i ) { VS_OUTPUT o;
float4 vObjPosition = i.vPos; #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( i.vPosFlex, vObjPosition.xyz ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz ); #endif
// Transform the position float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; SkinPosition( g_bSkinning, vObjPosition, i.vBoneWeights, i.vBoneIndices, vWorldPosition );
// Transform into projection space float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); o.vProjPosition = vProjPosition;
// Pass through tex coords o.vTexCoord0.xy = i.vTexCoord0.xy;
return o; }
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