Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
// STATIC: "STAGE" "0..2"
// Includes #include "common_vs_fxc.h"
// Globals const float g_flTime : register( SHADER_SPECIFIC_CONST_0 ); const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
const float2 g_vConst3 : register( SHADER_SPECIFIC_CONST_3 ); #define g_flPortalOpenAmount g_vConst3.x #define g_flPortalStaticAmount g_vConst3.y
// Structs struct VS_INPUT { float4 vPos : POSITION; // Position float4 vNormal : NORMAL; // Normal float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates float4 vTangent : TANGENT; // Flip in w };
struct VS_OUTPUT { float4 vProjPosition : POSITION; // Projection-space position float2 vUv0 : TEXCOORD0; float3 vWorldTangent : TEXCOORD1; float3 vWorldBinormal : TEXCOORD2; float4 vWorldPosition : TEXCOORD3; // Proj pos z in w float3 vProjPosForRefract : TEXCOORD4; float4 vNoiseTexCoord : TEXCOORD5; };
// Main VS_OUTPUT main( const VS_INPUT i ) { float kFlPortalOuterBorder = 0.075f; // Must match PS!
VS_OUTPUT o;
float3 vObjNormal; DecompressVertex_Normal( i.vNormal, vObjNormal );
// Transform the position float3 vWorldPosition = mul( i.vPos, cModel[0] ); float3 vWorldNormal = normalize( mul( vObjNormal, ( float3x3 )cModel[0] ) ); float3 vWorldTangent = normalize( mul( i.vTangent, ( float3x3 )cModel[0] ) ); float3 vWorldBinormal = normalize( cross( vWorldNormal, vWorldTangent ) * i.vTangent.w );
o.vWorldPosition.xyz = vWorldPosition.xyz; //o.vWorldNormal.xyz = vWorldNormal.xyz; o.vWorldTangent.xyz = vWorldTangent.xyz + vWorldPosition.xyz; o.vWorldBinormal.xyz = vWorldBinormal.xyz + vWorldPosition.xyz;
// Transform into projection space float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); o.vProjPosition.xyzw = vProjPosition.xyzw; o.vWorldPosition.w = vProjPosition.z;
// Map projected position to the refraction texture float2 vRefractPos; vRefractPos.x = vProjPosition.x; vRefractPos.y = -vProjPosition.y; // Invert Y vRefractPos = ( vRefractPos + vProjPosition.w ) * 0.5f; o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w);
// View vector float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
// Texture coordinates float2 vBaseUv; vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] ); vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] ); //o.vUv0.xy = vBaseUv.xy; o.vUv0.xy = vBaseUv.xy * ( 1.0f + kFlPortalOuterBorder ) - ( kFlPortalOuterBorder * 0.5f ); // Adjust uv's for shrunken portal
// Portal open time float flPortalOpenAmount = saturate( g_flPortalOpenAmount + 0.001f ); // 0.001f to avoid divide by zero
// Noise UV float kFlBorderNoiseScale = 0.3f; float kFlNoiseUvScroll = g_flTime * 0.0275f; float2 vNoiseUv = ( ( vBaseUv.xy - 0.5f ) / flPortalOpenAmount ) + 0.5f; o.vNoiseTexCoord.xy = ( vNoiseUv.xy * kFlBorderNoiseScale ) + float2( kFlNoiseUvScroll, 0 ); o.vNoiseTexCoord.zw = ( vNoiseUv.xy * kFlBorderNoiseScale ) - float2( kFlNoiseUvScroll, 0 ); // Will fetch as wz to avoid matching layers
return o; }
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