Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "HASALPHAMASK" "0..1" // STATIC: "HASSTATICTEXTURE" "0..1" // STATIC: "USEALTERNATEVIEW" "0..1"
// DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "ADDSTATIC" "0..1"
#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
#if ( USEALTERNATEVIEW == 1 ) const float4x4 g_CustomViewProj : register( SHADER_SPECIFIC_CONST_0 ); #endif
struct VS_INPUT { float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float2 vMappingTexCoord : TEXCOORD0; };
struct VS_OUTPUT { float4 vProjPos : POSITION; float3 vPortalTexCoord : TEXCOORD0;
# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) ) float2 vSecondaryTexCoord : TEXCOORD1; # if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) ) float2 vTertiaryTexCoord : TEXCOORD2; # endif # endif
# if !defined( _X360 ) float vFog : FOG; # endif
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldPos; SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); float4 vTextureProjectedPos; o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); #if ( USEALTERNATEVIEW == 1 ) vTextureProjectedPos = mul( float4( worldPos, 1 ), g_CustomViewProj ); #else vTextureProjectedPos = o.vProjPos; #endif #if !defined( _X360 ) o.vFog = CalcFog( worldPos, o.vProjPos.xyz, FOGTYPE_RANGE ); #endif o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z ); //Screen coordinates mapped back to texture coordinates for the portal texture o.vPortalTexCoord.x = vTextureProjectedPos.x; o.vPortalTexCoord.y = -vTextureProjectedPos.y; // invert Y o.vPortalTexCoord.xy = (o.vPortalTexCoord.xy + vTextureProjectedPos.w) * 0.5f; o.vPortalTexCoord.z = vTextureProjectedPos.w; #if ( USEALTERNATEVIEW == 1 ) o.vPortalTexCoord.xy = saturate( o.vPortalTexCoord.xy / vTextureProjectedPos.w ) * vTextureProjectedPos.w; //stretch instead of clipping. #endif # if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) ) { o.vSecondaryTexCoord = v.vMappingTexCoord.xy; # if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) ) o.vTertiaryTexCoord = v.vMappingTexCoord.xy; # endif } # endif
return o; }
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