Team Fortress 2 Source Code as on 22/4/2020
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  1. // STATIC: "BLEND" "0..1"
  2. #include "common_vs_fxc.h"
  3. struct VS_INPUT
  4. {
  5. float4 vPos : POSITION;
  6. float4 vNormal : NORMAL;
  7. float2 vNormalMapCoord : TEXCOORD0;
  8. float3 vTangentS : TANGENT;
  9. float3 vTangentT : BINORMAL;
  10. };
  11. struct VS_OUTPUT
  12. {
  13. float4 projPos : POSITION;
  14. #if !defined( _X360 )
  15. float fog : FOG;
  16. #endif
  17. float2 normalMapTexCoord : TEXCOORD0;
  18. float3 worldVertToEyeVector : TEXCOORD1;
  19. float3x3 tangentSpaceTranspose : TEXCOORD2;
  20. float4 vRefract_W_ProjZ : TEXCOORD5;
  21. float4 vExtraBumpTexCoord : TEXCOORD6;
  22. float4 fogFactorW : COLOR1;
  23. };
  24. const float4 cNormalMapTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
  25. const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 );
  26. VS_OUTPUT main( const VS_INPUT v )
  27. {
  28. VS_OUTPUT o = ( VS_OUTPUT )0;
  29. float3 vObjNormal;
  30. DecompressVertex_Normal( v.vNormal, vObjNormal );
  31. float4 projPos;
  32. float3 worldPos;
  33. projPos = mul( v.vPos, cModelViewProj );
  34. o.projPos = projPos;
  35. #if BLEND
  36. // Map projected position to the reflection texture
  37. o.vRefract_W_ProjZ.x = projPos.x;
  38. o.vRefract_W_ProjZ.y = -projPos.y; // invert Y
  39. o.vRefract_W_ProjZ.xy = (o.vRefract_W_ProjZ + projPos.w) * 0.5f;
  40. o.vRefract_W_ProjZ.z = projPos.w;
  41. #endif
  42. o.vRefract_W_ProjZ.w = projPos.z;
  43. worldPos = mul( v.vPos, cModel[0] );
  44. float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
  45. float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
  46. float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
  47. o.tangentSpaceTranspose[0] = worldTangentS;
  48. o.tangentSpaceTranspose[1] = worldTangentT;
  49. o.tangentSpaceTranspose[2] = worldNormal;
  50. float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
  51. o.worldVertToEyeVector = worldVertToEyeVector;
  52. // FIXME: need to add a normalMapTransform to all of the water shaders.
  53. //o.normalMapTexCoord.x = dot( v.vNormalMapCoord, cNormalMapTransform[0] ) + cNormalMapTransform[0].w;
  54. //o.normalMapTexCoord.y = dot( v.vNormalMapCoord, cNormalMapTransform[1] ) + cNormalMapTransform[1].w;
  55. o.normalMapTexCoord = v.vNormalMapCoord;
  56. float f45x=v.vNormalMapCoord.x+v.vNormalMapCoord.y;
  57. float f45y=v.vNormalMapCoord.y-v.vNormalMapCoord.x;
  58. o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x;
  59. o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y;
  60. o.vExtraBumpTexCoord.z=v.vNormalMapCoord.y*0.45+TexOffsets.z;
  61. o.vExtraBumpTexCoord.w=v.vNormalMapCoord.x*0.45+TexOffsets.w;
  62. o.fogFactorW = CalcFog( worldPos, projPos, FOGTYPE_RANGE );
  63. #if !defined( _X360 )
  64. o.fog = o.fogFactorW;
  65. #endif
  66. return o;
  67. }