Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false; static const int g_FogType = DOWATERFOG;
const float4 cShadowTextureMatrix[3] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cTexOrigin : register( SHADER_SPECIFIC_CONST_3 ); const float4 cTexScale : register( SHADER_SPECIFIC_CONST_4 );
// { Shadow falloff offset, 1/Shadow distance, Shadow scale, 0 } const float3 cShadowConstants : register( SHADER_SPECIFIC_CONST_5 ); #define flShadowFalloffOffset cShadowConstants.x #define flOneOverShadowDist cShadowConstants.y #define flShadowScale cShadowConstants.z
struct VS_INPUT { float4 vPos : POSITION; float3 vNormal : NORMAL; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; };
struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position float3 T0 : TEXCOORD0; // PS wants this to be 4D but VS doesn't? (see original asm sources) float3 T1 : TEXCOORD1; float3 T2 : TEXCOORD2; float T3 : TEXCOORD3; float4 vColor : COLOR0; float fog : FOG; };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o; // Perform skinning float3 worldNormal, worldPos; SkinPositionAndNormal( g_bSkinning, v.vPos, v.vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
// Transform into projection space o.projPos = mul( float4( worldPos, 1 ), cViewProj );
// Compute fog o.fog = CalcFog( worldPos, o.projPos, g_FogType );
// Transform position into texture space (from 0 to 1) float3 vTexturePos; vTexturePos.x = dot( worldPos.xyz, cShadowTextureMatrix[0].xyz ); vTexturePos.y = dot( worldPos.xyz, cShadowTextureMatrix[1].xyz ); vTexturePos.z = dot( worldPos.xyz, cShadowTextureMatrix[2].xyz );
// Figure out the shadow fade amount float flShadowFade = ( vTexturePos.z - flShadowFalloffOffset ) * flOneOverShadowDist;
// Offset it into the texture o.T0 = vTexturePos * cTexScale + cTexOrigin;
// We're doing clipping by using texkill o.T1.xyz = vTexturePos.xyz; // Also clips when shadow z < 0 ! o.T2.xyz = float3( 1.0f, 1.0f, 1.0f ) - vTexturePos.xyz; o.T2.z = 1.0f - flShadowFade; // Clips when shadow z > shadow distance
// We're doing backface culling by using texkill also (wow yucky) // -------------------------------------------------------------- // Transform z component of normal in texture space // If it's negative, then don't draw the pixel o.T3 = dot( worldNormal, -cShadowTextureMatrix[2] );
// Shadow color, falloff o.vColor.xyz = cModulationColor.xyz; o.vColor.w = flShadowFade * flShadowScale;
return o; }
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