Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "VERTEXCOLOR" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG; static const bool g_bSkinning = SKINNING ? true : false;
const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cMaskTextureTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); const float4 cDetailTextureTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); const float4 g_vVertexColor : register( SHADER_SPECIFIC_CONST_6 );
struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL;
#if VERTEXCOLOR float4 vColor : COLOR0; #endif
float4 vTexCoord0 : TEXCOORD0; };
struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float2 vTexCoord3 : TEXCOORD3;
float4 vColor : COLOR0; float4 fogFactorW : COLOR1;
#if !defined( _X360 ) float fog : 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; float3 worldNormal;
//------------------------------------------------------------------------------ // Vertex blending //------------------------------------------------------------------------------ SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos );
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.vProjPos = vProjPos; vProjPos = dot( float4( worldPos, 1 ), cViewProjZ ); o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
//------------------------------------------------------------------------------ // Fog //------------------------------------------------------------------------------ o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif
//------------------------------------------------------------------------------ // Texture coord transforms //------------------------------------------------------------------------------ o.vTexCoord0 = mul( v.vTexCoord0, (float2x4)cBaseTextureTransform ); o.vTexCoord3 = mul( v.vTexCoord0, (float2x4)cDetailTextureTransform );
o.vColor = cModulationColor; #if VERTEXCOLOR // 0 or 1 for g_vVertexColor.x, eliminating a bool o.vColor = lerp( o.vColor, o.vColor * v.vColor, g_vVertexColor.x ); #endif
return o; }
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