Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
// DYNAMIC: "STATIC_LIGHT" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
#include "common_vs_fxc.h"
static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
const float3 cLeafCenter : register(SHADER_SPECIFIC_CONST_0);
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vNormal : NORMAL;
float2 vTexCoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 texCoord : TEXCOORD0;
float3 color : COLOR;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
bool bStaticLight = STATIC_LIGHT ? true : false;
float3 worldPos;
worldPos = mul( v.vPos, cModel[0] );
float3 normal = v.vPos.xyz - cLeafCenter.xyz;
normal = normalize( normal );
float3 worldNormal = mul( float4( normal, 0.0f ), cModel[0] );
#if ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 )
float3 lighting = DoLighting( worldPos, worldNormal, float3(0,0,0), bStaticLight, bDynamicLight, g_bHalfLambert );
#else
float3 lighting = DoLightingUnrolled( worldPos, worldNormal, float3(0,0,0), bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
#endif
float3 xAxis = float3( cViewModel[0].x, cViewModel[1].x, cViewModel[2].x );
float3 yAxis = float3( cViewModel[0].y, cViewModel[1].y, cViewModel[2].y );
worldPos += xAxis * v.vTexCoord.x;
worldPos += yAxis * (1.0f-v.vTexCoord.y);
float4 projPos = mul( float4(worldPos, 1.0f), cViewProj );
float3 light_vec = float3( 1.0f, 0.0, 1.0 );
light_vec = normalize( light_vec );
o.projPos = projPos;
// FIXME: if this shader gets put back into use, be sure this usage of normals jives with compressed verts
o.texCoord = v.vNormal.xy;
o.color = lighting;
return o;
}