Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============//
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// Includes
#include "common_vs_fxc.h"
// Globals
static const bool g_bSkinning = SKINNING ? true : false;
const float g_flTime : register( SHADER_SPECIFIC_CONST_0 );
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
// Structs
struct VS_INPUT
{
float4 vPos : POSITION; // Position
float4 vNormal : NORMAL; // Normal
float4 vBoneWeights : BLENDWEIGHT; // Skin weights
float4 vBoneIndices : BLENDINDICES; // Skin indices
float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
float4 vTangent : TANGENT;
};
struct VS_OUTPUT
{
float4 vProjPosition : POSITION; // Projection-space position
float3 vWorldNormal : TEXCOORD0; // World-space normal
float3 vWorldTangent : TEXCOORD1;
float3 vWorldBinormal : TEXCOORD2;
float3 vProjPosForRefract : TEXCOORD3;
float3 vWorldViewVector : TEXCOORD4;
float4 vUv0 : TEXCOORD5;
float4 vUv1 : TEXCOORD6;
float2 vUvGroundNoise : TEXCOORD7;
};
// Main
VS_OUTPUT main( const VS_INPUT i )
{
VS_OUTPUT o;
float4 vObjPosition = i.vPos;
float4 vObjTangent = i.vTangent;
float3 vObjNormal;
DecompressVertex_Normal( i.vNormal, vObjNormal );
// Transform the position
float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
vWorldNormal.xyz = normalize( vWorldNormal.xyz );
vWorldTangent.xyz = normalize( vWorldTangent.xyz );
vWorldBinormal.xyz = normalize( vWorldBinormal.xyz );
o.vWorldNormal.xyz = vWorldNormal.xyz;
o.vWorldTangent.xyz = vWorldTangent.xyz;
o.vWorldBinormal.xyz = vWorldBinormal.xyz;
// Transform into projection space
float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
o.vProjPosition = vProjPosition;
// Map projected position to the refraction texture
float2 vRefractPos;
vRefractPos.x = vProjPosition.x;
vRefractPos.y = -vProjPosition.y; // Invert Y
vRefractPos = (vRefractPos + vProjPosition.w) * 0.5f;
o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w);
// View vector
float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
o.vWorldViewVector.xyz = vWorldViewVector.xyz;
// Tangent space transform
//o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x );
//o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y );
//o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z );
// Texture coordinates
float2 vBaseUv;
vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
// Bump layer 0
float2 vUv0 = vBaseUv.xy;
float2 vUv0Scroll = vBaseUv.xy * 3.0f;
vUv0Scroll.y -= g_flTime * 0.1f;
o.vUv0.xy = vUv0.xy;
o.vUv0.wz = vUv0Scroll.xy;
// Bump layer 1
float2 vUv1 = vBaseUv.xy * 8.0f;
float2 vUv1Scroll = vBaseUv.xy * 16.0f;
vUv1Scroll.y -= g_flTime * 0.1f;
o.vUv1.xy = vUv1.xy;
o.vUv1.wz = vUv1Scroll.xy;
// Ground noise
o.vUvGroundNoise.xy = vBaseUv.xy;
o.vUvGroundNoise.x *= 3.5f;
o.vUvGroundNoise.y *= 0.2105f;
o.vUvGroundNoise.y -= g_flTime * 0.04f;
return o;
}