Team Fortress 2 Source Code as on 22/4/2020
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vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "SKINNING" "0..1"
;------------------------------------------------------------------------------
; Constants specified by the app
; c0 = (0, 1, 2, 0.5)
; c1 = (1/2.2, 0, 0, 0)
; c2 = camera position *in world space*
; c4-c7 = modelViewProj matrix (transpose)
; c8-c11 = ViewProj matrix (transpose)
; c12-c15 = model->view matrix (transpose)
; c16 = [fogStart, fogEnd, fogRange, undefined]
;
; Vertex components (as specified in the vertex DECL)
; $vPos = Position
; $vTexCoord0.xy = TexCoord0
;------------------------------------------------------------------------------
#include "macros.vsh"
; Vertex components
; $vPos = Position
; $vNormal = normal
; $vTexCoord0.xy = TexCoord0
; $vTangentS = S axis of Texture space
; $vTangentT = T axis of Texture space
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
alloc $worldPos
alloc $worldNormal
alloc $worldTangentS
alloc $worldTangentT
&SkinPositionNormalAndTangentSpace( $worldPos, $worldNormal,
$worldTangentS, $worldTangentT );
alloc $projPos
; Transform position from world to projection space
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
&CalcFog( $worldPos, $projPos );
alloc $worldEyeVect
; Get the eye vector in world space
add $worldEyeVect.xyz, -$worldPos, $cEyePos
alloc $tangentEyeVect
; transform the eye vector to tangent space
dp3 oT3.x, $worldEyeVect, $worldTangentS
dp3 oT3.y, $worldEyeVect, $worldTangentT
dp3 oT3.z, $worldEyeVect, $worldNormal
alloc $bumpTexCoord
dp4 $bumpTexCoord.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
dp4 $bumpTexCoord.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
; dudv map
mov oT0.xy, $bumpTexCoord
; refract tint + alpha channel
mov oT2.xy, $bumpTexCoord
mov oT3.xy, $bumpTexCoord
free $bumpTexCoord
mov oPos, $projPos
; special case perspective correct texture projection so that the texture fits exactly on the screen
; flip Y by multiplying by -1
mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_4.w
; transform from [-w,w] to [0,2*w]
; The reason this is w is because we are in perspective space/homogenous clip space.
add $projPos.xy, $projPos.xy, $projPos.w
; transform from [0,2*w] to [0,w]
; We'll end up dividing by w in the pixel shader to get to [0,1]
mul $projPos.xy, $projPos.xy, $cHalf
mov oT1.xy, $projPos.xy
; emit w to both z and w in case the driver screws up and divides by z
mov oT1.z, $projPos.w
mov oT1.w, $projPos.w
free $projPos
free $worldPos
free $worldEyeVect
free $tangentEyeVect
free $w
free $worldNormal
free $worldTangentS
free $worldTangentT