Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

93 lines
2.9 KiB

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "SKINNING" "0..1"
;------------------------------------------------------------------------------
; Shader specific constant:
; $SHADER_SPECIFIC_CONST_5 = [sOffset, tOffset, 0, 0]
;------------------------------------------------------------------------------
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&AllocateRegister( \$worldNormal );
&AllocateRegister( \$worldTangentS );
&AllocateRegister( \$worldTangentT );
&SkinPositionNormalAndTangentSpace( $worldPos, $worldNormal,
$worldTangentS, $worldTangentT );
;------------------------------------------------------------------------------
; Transform the position from world to proj space
;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Lighting
;------------------------------------------------------------------------------
; Transform tangent space basis vectors to env map space (world space)
; This will produce a set of vectors mapping from tangent space to env space
; We'll use this to transform normals from the normal map from tangent space
; to environment map space.
; NOTE: use dp3 here since the basis vectors are vectors, not points
; svect
mov oT1.x, $worldTangentS.x
mov oT2.x, $worldTangentS.y
mov oT3.x, $worldTangentS.z
&FreeRegister( \$worldTangentS );
; tvect
mov oT1.y, $worldTangentT.x
mov oT2.y, $worldTangentT.y
mov oT3.y, $worldTangentT.z
&FreeRegister( \$worldTangentT );
; normal
mov oT1.z, $worldNormal.x
mov oT2.z, $worldNormal.y
mov oT3.z, $worldNormal.z
&FreeRegister( \$worldNormal );
; Compute the vector from vertex to camera
&AllocateRegister( \$eyeVector );
sub $eyeVector.xyz, $cEyePos, $worldPos
&FreeRegister( \$worldPos );
; Move it into the w component of the texture coords, as the wacky
; pixel shader wants it there.
mov oT1.w, $eyeVector.x
mov oT2.w, $eyeVector.y
mov oT3.w, $eyeVector.z
&FreeRegister( \$eyeVector );
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5