Team Fortress 2 Source Code as on 22/4/2020
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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3 mov oPos, $projPos
alloc $worldPos if( $DOWATERFOG == 1 ) { ; Get the worldpos z component only since that's all we need for height fog dp4 $worldPos.z, $vPos, $cModel2 } &CalcFog( $worldPos, $projPos ); free $worldPos
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
mov oT2, $vTexCoord1
; Now the basetexture/basetexture2 blend uses vertex color, so send it into the psh. mov oD0, $vColor
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