Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "DOWATERFOG" "0..1"
//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //=============================================================================
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
struct VS_INPUT { float3 vPos : POSITION; };
struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) float fog : FOG; #endif float3 eyeToVertVector : TEXCOORD0; float4 vertexColor : COLOR; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] ); o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z ); o.eyeToVertVector = worldPos - cEyePos; #if !defined( _X360 ) o.fog = CalcFog( worldPos, o.projPos, g_FogType ); #endif o.vertexColor = cModulationColor; return o; }
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