Team Fortress 2 Source Code as on 22/4/2020
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vs.1.1
;------------------------------------------------------------------------------
; $SHADER_SPECIFIC_CONST_0 = eyeball origin
; $SHADER_SPECIFIC_CONST_1 = eyeball up * 0.5
; $SHADER_SPECIFIC_CONST_2 = iris projection U
; $SHADER_SPECIFIC_CONST_3 = iris projection V
; $SHADER_SPECIFIC_CONST_4 = glint projection U
; $SHADER_SPECIFIC_CONST_5 = glint projection V
;------------------------------------------------------------------------------
# STATIC: "HALF_LAMBERT" "0..1"
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "LIGHT_COMBO" "0..21"
# DYNAMIC: "SKINNING" "0..1"
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending (whacks r1-r7, positions in r7)
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&SkinPosition( $worldPos );
;------------------------------------------------------------------------------
; Transform the position from world to view space
;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------
; Normal is based on vertex position
;------------------------------------------------------------------------------
&AllocateRegister( \$worldNormal );
&AllocateRegister( \$normalDotUp );
sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_0 ; Normal = (Pos - Eye origin)
dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_1 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up
mul $normalDotUp, $normalDotUp, $cHalf
mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_1, $worldNormal
&FreeRegister( \$normalDotUp );
; normalize the normal
&Normalize( $worldNormal );
;------------------------------------------------------------------------------
; Lighting
;------------------------------------------------------------------------------
&DoLighting( $worldPos, $worldNormal );
&FreeRegister( \$worldNormal );
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
;------------------------------------------------------------------------------
; Texture coordinates
; Texture 0 is the base texture
; Texture 1 is a planar projection used for the iris
; Texture 2 is a planar projection used for the glint
;------------------------------------------------------------------------------
mov oT0, $vTexCoord0
dp4 oT1.x, $SHADER_SPECIFIC_CONST_2, $worldPos
dp4 oT1.y, $SHADER_SPECIFIC_CONST_3, $worldPos
dp4 oT2.x, $SHADER_SPECIFIC_CONST_4, $worldPos
dp4 oT2.y, $SHADER_SPECIFIC_CONST_5, $worldPos
&FreeRegister( \$worldPos );