Team Fortress 2 Source Code as on 22/4/2020
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# DYNAMIC: "SKINNING" "0..1"
vs.1.1
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&AllocateRegister( \$worldNormal );
&AllocateRegister( \$projPos );
&SkinPositionAndNormal( $worldPos, $worldNormal );
if( $SKINNING == 1 )
{
&Normalize( $worldNormal );
}
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog - don't bother with water fog for intro effects
;------------------------------------------------------------------------------
&DepthFog( $projPos, "oFog" );
;------------------------------------------------------------------------------
; Refract uv's (Code copied from predator.vsh)
;------------------------------------------------------------------------------
; NOTE: projPos isn't projPos after this point. :)
&AllocateRegister( \$projNormal );
; only do X and Y since that's all we care about
dp3 $projNormal.x, $worldNormal, $cViewProj0
dp3 $projNormal.y, $worldNormal, $cViewProj1
; divide by z
rcp $projPos.w, $projPos.w
mul $projPos.xy, $projPos.w, $projPos.xy
; map from -1..1 to 0..1
mad $projPos.xy, $projPos.xy, $cHalf, $cHalf
; tweak with the texcoords based on the normal and $refractionamount
mad $projPos.xy, $projNormal.xy, -$SHADER_SPECIFIC_CONST_4.xy, $projPos.xy ; FIXME
; invert y
add $projPos.y, $cOne, -$projPos.y
; hack scale for nvidia (Power of two texcoords are screwed.)
mul oT0.xy, $projPos.xy, $SHADER_SPECIFIC_CONST_5.xy
; YUCK! This is to make texcoords continuous for mat_softwaretl
mov oT2, $cZero
&FreeRegister( \$projPos );
&FreeRegister( \$projNormal );
;------------------------------------------------------------------------------
; Refract mask
;------------------------------------------------------------------------------
; // float flFresnel = 1.0f - saturate( dot( i.vWorldNormal.xyz, normalize( -i.vWorldViewVector.xyz ) ) );
&AllocateRegister( \$flFresnel );
&AllocateRegister( \$tmp1 );
sub $flFresnel, $worldPos, $cEyePos
&Normalize( $flFresnel );
dp3 $flFresnel, -$flFresnel, $worldNormal
max $flFresnel, $flFresnel, $cZero
sub $flFresnel, $cOne, $flFresnel
; // float flCloakLerpFactor = saturate( lerp( 1.0f, flFresnel - 1.35f, saturate( g_flCloakFactor ) ) );
&AllocateRegister( \$flCloakLerpFactor );
sub $flCloakLerpFactor, $flFresnel, $SHADER_SPECIFIC_CONST_3.x ; // flFresnel - 1.35f
mov $tmp1, $cOne
sub $flCloakLerpFactor, $flCloakLerpFactor, $tmp1
mad $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.y, $tmp1
max $flCloakLerpFactor, $flCloakLerpFactor, $cZero
min $flCloakLerpFactor, $flCloakLerpFactor, $cOne
; // flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor );
sub $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.z
mul $flCloakLerpFactor, $flCloakLerpFactor, $SHADER_SPECIFIC_CONST_3.w
sub $flCloakLerpFactor, $cOne, $flCloakLerpFactor
mov oD0, $flCloakLerpFactor
&FreeRegister( \$tmp1 );
&FreeRegister( \$flFresnel );
&FreeRegister( \$flCloakLerpFactor );
&FreeRegister( \$worldPos );
&FreeRegister( \$worldNormal );