Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "MODEL" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const bool g_bModel = MODEL ? true : false;
const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
float4 vBaseTexCoord : TEXCOORD0;
#if !MODEL
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL0;
#else
float4 vUserData : TANGENT;
#endif
};
struct VS_OUTPUT
{
float4 vProjPos_POSITION : POSITION;
float vFog : FOG;
float2 vBumpTexCoord : TEXCOORD0;
float3 vTangentEyeVect : TEXCOORD1;
float3x3 tangentSpaceTranspose : TEXCOORD2;
float3 vRefractXYW : TEXCOORD5;
float4 projNormal_screenCoordW : TEXCOORD6;
float4 worldPos_projPosZ : TEXCOORD7;
float4 fogFactorW : COLOR1;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
float3 vObjNormal;
#if MODEL
float4 vObjTangent;
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vObjNormal, vObjTangent );
SkinPositionNormalAndTangentSpace(
g_bSkinning,
v.vPos, vObjNormal, vObjTangent,
v.vBoneWeights, v.vBoneIndices,
worldPos, worldNormal, worldTangentS, worldTangentT );
#else
DecompressVertex_Normal( v.vNormal, vObjNormal );
worldPos = mul( v.vPos, cModel[0] );
worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
#endif
// Projected position
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.vProjPos_POSITION = vProjPos;
o.projNormal_screenCoordW.xyz = mul( worldNormal, cViewProj );
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
// Map projected position to the refraction texture
float2 vRefractPos;
vRefractPos.x = vProjPos.x;
vRefractPos.y = -vProjPos.y; // invert Y
vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
// Refraction transform
o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
// Compute fog based on the position
float3 vWorldPos = mul( v.vPos, cModel[0] );
o.fogFactorW = o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
// Eye vector
float3 vWorldEyeVect = cEyePos - vWorldPos;
// Transform to the tangent space
o.vTangentEyeVect.x = dot( vWorldEyeVect, worldTangentS );
o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT );
o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal );
// Tranform bump coordinates
o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
o.tangentSpaceTranspose[0] = worldTangentS;
o.tangentSpaceTranspose[1] = worldTangentT;
o.tangentSpaceTranspose[2] = worldNormal;
return o;
}