Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "BASETEXTURE" "0..1"
#include "common_vs_fxc.h"
const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_3 );
struct VS_INPUT { float4 vPos : POSITION; float4 vNormal : NORMAL; float4 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; float2 vLightmapTexCoordOffset : TEXCOORD2; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL0; };
struct VS_OUTPUT { float4 vProjPos_POSITION : POSITION; float vFog : FOG; float4 vBumpTexCoordXY_vTexCoordXY : TEXCOORD0; float3 vTangentEyeVect : TEXCOORD1; float4 vReflectXY_vRefractYX : TEXCOORD2; float W : TEXCOORD3; float4 vProjPos : TEXCOORD4; float screenCoord : TEXCOORD5; #if BASETEXTURE HALF4 lightmapTexCoord1And2 : TEXCOORD6; HALF4 lightmapTexCoord3 : TEXCOORD7; #endif float4 fogFactorW : COLOR1; };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal );
// Projected position float4 vProjPos = mul( v.vPos, cModelViewProj ); o.vProjPos = o.vProjPos_POSITION = vProjPos;
// Project tangent basis float2 vProjTangentS = mul( v.vTangentS, cViewProj ); float2 vProjTangentT = mul( v.vTangentT, cViewProj );
// Map projected position to the reflection texture float2 vReflectPos; vReflectPos.x = -vProjPos.x; vReflectPos.y = -vProjPos.y; // invert Y vReflectPos = (vReflectPos + vProjPos.w) * 0.5f;
// Map projected position to the refraction texture float2 vRefractPos; vRefractPos.x = vProjPos.x; vRefractPos.y = -vProjPos.y; // invert Y vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
// Reflection transform o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x ); o.W = vProjPos.w; o.screenCoord = vProjPos.x;
// Compute fog based on the position float3 vWorldPos = mul( v.vPos, cModel[0] ); o.fogFactorW = o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
// Eye vector float3 vWorldEyeVect = cEyePos - vWorldPos; // Transform to the tangent space o.vTangentEyeVect.x = dot( vWorldEyeVect, v.vTangentS ); o.vTangentEyeVect.y = dot( vWorldEyeVect, v.vTangentT ); o.vTangentEyeVect.z = dot( vWorldEyeVect, vObjNormal );
// Tranform bump coordinates o.vBumpTexCoordXY_vTexCoordXY.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); o.vBumpTexCoordXY_vTexCoordXY.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
#if BASETEXTURE o.vBumpTexCoordXY_vTexCoordXY.z = dot( v.vBaseTexCoord, cBaseTextureTransform[0] ); o.vBumpTexCoordXY_vTexCoordXY.w = dot( v.vBaseTexCoord, cBaseTextureTransform[1] );
o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
// reversed component order o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
o.lightmapTexCoord3.xy = lightmapTexCoord3; #else o.vBumpTexCoordXY_vTexCoordXY.z = 0.0f; o.vBumpTexCoordXY_vTexCoordXY.w = 0.0f; #endif
return o; }
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