Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "ENVMAP_MASK" "0..1"
// STATIC: "TANGENTSPACE" "0..1"
// STATIC: "BUMPMAP" "0..1"
// STATIC: "DIFFUSEBUMPMAP" "0..1"
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "VERTEXALPHATEXBLENDFACTOR" "0..1"
// STATIC: "RELIEF_MAPPING" "0..0"
// STATIC: "SEAMLESS" "0..1"
// STATIC: "BUMPMASK" "0..1"
// STATIC: "FLASHLIGHT" "0..1" [XBOX]
// DYNAMIC: "FASTPATH" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC]
// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
// This should not be a combo since I'm a moron with the tangent space and the flashlight.
// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP
// SKIP: $SEAMLESS && $RELIEF_MAPPING
// SKIP: $BUMPMASK && $RELIEF_MAPPING
// SKIP: $BUMPMASK && $SEAMLESS
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK;
static const bool g_bTangentSpace = TANGENTSPACE;
static const bool g_bBumpmap = BUMPMAP;
static const bool g_bBumpmapDiffuseLighting = DIFFUSEBUMPMAP;
static const bool g_bVertexColor = VERTEXCOLOR;
static const bool g_bVertexAlphaTexBlendFactor = VERTEXALPHATEXBLENDFACTOR;
static const bool g_BumpMask = BUMPMASK;
#if SEAMLESS
const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_0 );
#define SEAMLESS_SCALE (SeamlessScale.x)
#else
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cDetailOrBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
#endif
// This should be identity if we are bump mapping, otherwise we'll screw up the lightmapTexCoordOffset.
const float4 cEnvmapMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 );
const float4 cBlendMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest!
struct VS_INPUT
{
float3 vPos : POSITION;
float4 vNormal : NORMAL;
float2 vBaseTexCoord : TEXCOORD0;
float2 vLightmapTexCoord : TEXCOORD1;
float2 vLightmapTexCoordOffset : TEXCOORD2;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
float4 vColor : COLOR0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
#if SEAMLESS
float3 SeamlessTexCoord : TEXCOORD0; // x y z
float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; // envmap mask
#else
float2 baseTexCoord : TEXCOORD0;
// detail textures and bumpmaps are mutually exclusive so that we have enough texcoords.
#if RELIEF_MAPPING
float3 TangentSpaceViewRay : TEXCOORD1;
#else
float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1;
#endif
#endif
float4 lightmapTexCoord1And2 : TEXCOORD2;
float4 lightmapTexCoord3 : TEXCOORD3; // and basetexcoord*mask_scale
float4 worldPos_projPosZ : TEXCOORD4;
#if TANGENTSPACE || (LIGHTING_PREVIEW) || defined( _X360 )
float3x3 tangentSpaceTranspose : TEXCOORD5; // and 6 and 7
#endif
float4 vertexColor : COLOR; // in seamless, r g b = blend weights
float4 vertexBlendX_fogFactorW : COLOR1;
// Extra iterators on 360, used in flashlight combo
#if defined( _X360 )
#if FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD8;
float4 vProjPos : TEXCOORD9;
#endif
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
float4 vProjPos = mul( float4( v.vPos, 1 ), cModelViewProj );
o.projPos = vProjPos;
vProjPos.z = dot( float4( v.vPos, 1 ), cModelViewProjZ );
o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
#if TANGENTSPACE || (LIGHTING_PREVIEW) || defined( _X360 )
float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
#if SEAMLESS && BUMPMAP && defined( _X360 )
float3 n = normalize( worldNormal );
float3 n2 = n * n; // sums to 1.
o.tangentSpaceTranspose[0] = normalize( float3( n2.y + n2.z, 0.0f, n2.x ) );
o.tangentSpaceTranspose[1] = normalize( float3( 0.0f, n2.x + n2.z, n2.y ) );
o.tangentSpaceTranspose[2] = worldNormal;
#else
o.tangentSpaceTranspose[0] = worldTangentS;
o.tangentSpaceTranspose[1] = worldTangentT;
o.tangentSpaceTranspose[2] = worldNormal;
#endif
#endif
float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
#if SEAMLESS
{
// we need to fill in the texture coordinate projections
o.SeamlessTexCoord = SEAMLESS_SCALE*worldPos;
}
#else
{
if (FASTPATH)
{
o.baseTexCoord.xy = v.vBaseTexCoord;
}
else
{
o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
}
#if ( RELIEF_MAPPING == 0 )
{
// calculate detailorbumptexcoord
if ( FASTPATH )
o.detailOrBumpAndEnvmapMaskTexCoord.xy = v.vBaseTexCoord.xy;
else
{
o.detailOrBumpAndEnvmapMaskTexCoord.x = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[0] ) + cDetailOrBumpTexCoordTransform[0].w;
o.detailOrBumpAndEnvmapMaskTexCoord.y = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[1] ) + cDetailOrBumpTexCoordTransform[1].w;
}
}
#endif
}
#endif
if ( FASTPATH )
{
o.lightmapTexCoord3.zw = v.vBaseTexCoord;
}
else
{
o.lightmapTexCoord3.z = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[0] ) + cBlendMaskTexCoordTransform[0].w;
o.lightmapTexCoord3.w = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[1] ) + cBlendMaskTexCoordTransform[1].w;
}
// compute lightmap coordinates
if( g_bBumpmap && g_bBumpmapDiffuseLighting )
{
o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
// reversed component order
o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
o.lightmapTexCoord3.xy = lightmapTexCoord3;
}
else
{
o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord;
}
#if ( RELIEF_MAPPING == 0)
if( g_UseSeparateEnvmapMask || g_BumpMask )
{
// reversed component order
# if FASTPATH
o.detailOrBumpAndEnvmapMaskTexCoord.wz = v.vBaseTexCoord.xy;
# else
o.detailOrBumpAndEnvmapMaskTexCoord.w = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[0] ) + cEnvmapMaskTexCoordTransform[0].w;
o.detailOrBumpAndEnvmapMaskTexCoord.z = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[1] ) + cEnvmapMaskTexCoordTransform[1].w;
# endif
}
#endif
o.vertexBlendX_fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.vertexBlendX_fogFactorW;
#endif
if (!g_bVertexColor)
{
o.vertexColor = float4( 1.0f, 1.0f, 1.0f, cModulationColor.a );
}
else
{
#if FASTPATH
o.vertexColor = v.vColor;
#else
if ( g_bVertexAlphaTexBlendFactor )
{
o.vertexColor.rgb = v.vColor.rgb;
o.vertexColor.a = cModulationColor.a;
}
else
{
o.vertexColor = v.vColor;
o.vertexColor.a *= cModulationColor.a;
}
#endif
}
#if SEAMLESS
// compute belnd weights in rgb
float3 vNormal=normalize( worldNormal );
o.vertexColor.xyz = vNormal * vNormal; // sums to 1.
#endif
// On 360, we have extra iterators and can fold the flashlight into this shader
#if defined( _X360 )
#if FLASHLIGHT
o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
o.vProjPos = vProjPos;
#endif
#endif
if ( g_bVertexAlphaTexBlendFactor )
{
o.vertexBlendX_fogFactorW.r = v.vColor.a;
}
return o;
}