Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "MODEL" "0..1"
// DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false; static const bool g_bModel = MODEL ? true : false;
struct VS_INPUT { float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vTexCoord : TEXCOORD0; };
struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vTexCoord1 : TEXCOORD0; float2 vTexCoord2 : TEXCOORD1; //just a copy of vTexCoord1, ps11 compatibility issue float vFog : FOG; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos; if( MODEL == 1 ) { SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); } else { worldPos = mul( v.vPos.xyz, cModel[0] ); } o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z ); o.vTexCoord1 = v.vTexCoord.xy; o.vTexCoord2 = v.vTexCoord.xy; o.vFog = CalcFog( worldPos, o.vProjPos.xyz, FOGTYPE_RANGE );
return o; }
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