Team Fortress 2 Source Code as on 22/4/2020
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142 lines
3.7 KiB

#include "macros.vsh"
;------------------------------------------------------------------------------
; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform
; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform
; $SHADER_SPECIFIC_CONST_4-$SHADER_SPECIFIC_CONST_5 = Detail texture transform
;------------------------------------------------------------------------------
sub UnlitGeneric
{
local( $detail ) = shift;
local( $envmap ) = shift;
local( $envmapcameraspace ) = shift;
local( $envmapsphere ) = shift;
local( $vertexcolor ) = shift;
local( $separatedetailuvs ) = shift;
local( $worldPos, $worldNormal, $projPos, $reflectionVector );
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
if( $envmap )
{
&AllocateRegister( \$worldNormal );
&SkinPositionAndNormal( $worldPos, $worldNormal );
}
else
{
&SkinPosition( $worldPos );
}
;------------------------------------------------------------------------------
; 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, $projPos );
&FreeRegister( \$projPos );
if( !$envmap )
{
&FreeRegister( \$worldPos );
}
;------------------------------------------------------------------------------
; Texture coordinates (use world-space normal for envmap, tex transform for mask)
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT0.zw, $cZero
}
if( $envmap )
{
if( $envmapcameraspace )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
; transform reflection vector into view space
dp3 oT1.x, $reflectionVector, $cViewModel0
dp3 oT1.y, $reflectionVector, $cViewModel1
dp3 oT1.z, $reflectionVector, $cViewModel2
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT1.w, $cZero
}
&FreeRegister( \$reflectionVector );
}
elsif( $envmapsphere )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
&ComputeSphereMapTexCoords( $reflectionVector, "oT1" );
&FreeRegister( \$reflectionVector );
}
else
{
&ComputeReflectionVector( $worldPos, $worldNormal, "oT1" );
}
; envmap mask
dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT2.zw, $cZero
}
&FreeRegister( \$worldPos );
&FreeRegister( \$worldNormal );
}
if( $detail )
{
if ( $separatedetailuvs )
{
mov oT3, $vTexCoord1
}
else
{
dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
}
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT3.zw, $cZero
}
}
if( $vertexcolor )
{
; Modulation color
mul oD0, $vColor, $cModulationColor
}
else
{
; Modulation color
mov oD0, $cModulationColor
}
}