Team Fortress 2 Source Code as on 22/4/2020
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105 lines
2.8 KiB

#include "macros.vsh"
;------------------------------------------------------------------------------
; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform + envmap mask transform
; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Detail texture transform
;------------------------------------------------------------------------------
sub ShatteredGlass
{
local( $detail ) = shift;
local( $envmap ) = shift;
local( $envmapcameraspace ) = shift;
local( $envmapsphere ) = shift;
local( $vertexcolor ) = shift;
local( $worldPos, $worldNormal, $projPos, $reflectionVector );
&AllocateRegister( \$projPos );
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
&AllocateRegister( \$worldPos );
if( $DOWATERFOG == 1 )
{
; Get the worldpos z component only since that's all we need for height fog
dp4 $worldPos.z, $vPos, $cModel2
}
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
; base texcoords
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
; lightmap texcoords
mov oT1, $vTexCoord1
if( $envmap )
{
&AllocateRegister( \$worldNormal );
; Transform the position + normal to world space
dp4 $worldPos.x, $vPos, $cModel0
dp4 $worldPos.y, $vPos, $cModel1
if( $DOWATERFOG == 0 )
{
dp4 $worldPos.z, $vPos, $cModel2
}
dp3 $worldNormal.x, $vNormal, $cModel0
dp3 $worldNormal.y, $vNormal, $cModel1
dp3 $worldNormal.z, $vNormal, $cModel2
if( $envmapcameraspace )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
; transform reflection vector into view space
dp3 oT2.x, $reflectionVector, $cViewModel0
dp3 oT2.y, $reflectionVector, $cViewModel1
dp3 oT2.z, $reflectionVector, $cViewModel2
&FreeRegister( \$reflectionVector );
}
elsif( $envmapsphere )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
&ComputeSphereMapTexCoords( $reflectionVector, "oT2" );
&FreeRegister( \$reflectionVector );
}
else
{
&ComputeReflectionVector( $worldPos, $worldNormal, "oT2" );
}
&FreeRegister( \$worldNormal );
}
&FreeRegister( \$worldPos );
if( $detail )
{
dp4 oT3.x, $vTexCoord2, $SHADER_SPECIFIC_CONST_2
dp4 oT3.y, $vTexCoord2, $SHADER_SPECIFIC_CONST_3
}
if( $vertexcolor )
{
; Modulation color
mul oD0, $vColor, $cModulationColor
}
else
{
; Modulation color
mov oD0, $cModulationColor
}
}