Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "VERTEXCOLOR" "0..1" // STATIC: "SRGB" "0..1" // DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
struct VS_INPUT { // This is all of the stuff that we ever use. float4 vPos : POSITION; float4 vColor : COLOR0; // make these float2's and stick the [n n 0 1] in the dot math. float4 vTexCoord0 : TEXCOORD0; };
struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position #if !defined( _X360 ) float fog : FOG; #endif HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 color : TEXCOORD2; // Vertex color (from lighting or unlit) float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos; worldPos = mul4x3( v.vPos, cModel[0] );
// Transform into projection space float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = projPos; projPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); o.worldPos_projPosZ = float4( worldPos.xyz, projPos.z ); #if !defined( _X360 ) o.fog = CalcFog( worldPos, projPos, g_FogType ); #endif if ( g_bVertexColor ) { // Assume that this is unlitgeneric if you are using vertex color. #if SRGB o.color.rgba = GammaToLinear( v.vColor.rgba ); #else o.color.rgba = v.vColor.rgba; #endif }
// Base texture coordinates o.baseTexCoord.xy = v.vTexCoord0.xy;
return o; }
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