Team Fortress 2 Source Code as on 22/4/2020
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//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "CONSTANTBASEDMORPH" "0..1"
#include "common_vs_fxc.h"
struct VS_INPUT { float4 vSrcCoord : TEXCOORD0; float vMorphWeightId : TEXCOORD1; };
struct VS_OUTPUT { float4 vDestCoord : POSITION; float2 vSrcCoord : TEXCOORD0; float2 vSideSpeedCoord : TEXCOORD1; #if CONSTANTBASEDMORPH float4 vMorphWeights : TEXCOORD2; #else float2 vMorphWeightCoord : TEXCOORD2; #endif };
#if !CONSTANTBASEDMORPH const float4 vMorphWeightSubrect : register( SHADER_SPECIFIC_CONST_0 ); const float4 vMorphWeightDimensions : register( SHADER_SPECIFIC_CONST_1 ); #endif
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
// FIXME: Want these to be in pixel centers! float2 projSpace = v.vSrcCoord.zw; projSpace *= 2.0f; projSpace -= 1.0f; projSpace.y *= -1.0f; o.vDestCoord = float4( projSpace.x, projSpace.y, 0.0f, 1.0f ); o.vSrcCoord = v.vSrcCoord.xy; o.vSideSpeedCoord = v.vSrcCoord.xy;
#if CONSTANTBASEDMORPH o.vMorphWeights = cFlexWeights[ v.vMorphWeightId ]; #else float flColumn = floor( v.vMorphWeightId / vMorphWeightSubrect.w ); o.vMorphWeightCoord.x = vMorphWeightSubrect.x + flColumn + 0.5f; o.vMorphWeightCoord.y = vMorphWeightSubrect.y + v.vMorphWeightId - flColumn * vMorphWeightSubrect.w + 0.5f; o.vMorphWeightCoord.xy /= vMorphWeightDimensions.xy; #endif return o; }
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