Team Fortress 2 Source Code as on 22/4/2020
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//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "NORMALMAP" "0..1"
// STATIC: "WORLDVERTEXTRANSITION" "0..1"
// STATIC: "VERTEXCOLOR" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
const float3 g_FlashlightPos : register( SHADER_SPECIFIC_CONST_0 );
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_1 );
const float4 g_FlashlightAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 );
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 );
const float4 cNormalMapTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 );
static const int g_FogType = DOWATERFOG;
struct VS_INPUT
{
// If this is float4, and the input is float3, the w component default to one.
float4 vPos : POSITION;
float3 vNormal : NORMAL;
float2 vBaseTexCoord : TEXCOORD0;
#if NORMALMAP
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
#endif
float4 vColor : COLOR0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
float4 spotTexCoord : TEXCOORD0;
float2 baseTexCoord : TEXCOORD1;
#if NORMALMAP
float3 tangentPosToLightVector : TEXCOORD2;
float2 normalMapTexCoord : TEXCOORD3;
#else
float3 worldPosToLightVector : TEXCOORD2;
float3 normal : TEXCOORD3;
#endif
float4 vertAtten : COLOR0;
};
float RemapValClamped( float val, float A, float B )
{
float cVal = (val - A) / (B - A);
cVal = saturate( cVal );
return cVal;
}
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
float4 projPos;
float3 worldPos;
float3 worldNormal;
float3 eyeVector;
projPos = mul( v.vPos, cModelViewProj );
o.projPos = projPos;
worldPos = mul( v.vPos, cModel[0] );
worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] );
#if NORMALMAP
float3 worldTangentS = mul( v.vTangentS, cModel[0] );
float3 worldTangentT = mul( v.vTangentT, cModel[0] );
#endif
#if !defined( _X360 )
o.fog = CalcFog( worldPos, projPos, g_FogType );
#endif
o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
o.spotTexCoord = spotTexCoord.xyzw;
float3 worldPosToLightVector = g_FlashlightPos - worldPos;
#if NORMALMAP
o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[0] ) + cNormalMapTexCoordTransform[0].w;
o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[1] ) + cNormalMapTexCoordTransform[1].w;
o.tangentPosToLightVector.x = dot( worldPosToLightVector, worldTangentS );
o.tangentPosToLightVector.y = dot( worldPosToLightVector, worldTangentT );
o.tangentPosToLightVector.z = dot( worldPosToLightVector, worldNormal );
#else
o.worldPosToLightVector = worldPosToLightVector;
o.normal = worldNormal;
#endif
float3 delta = worldPosToLightVector;
float distSquared = dot( delta, delta );
float dist = sqrt( distSquared );
float farZ = g_FlashlightAttenuationFactors.w;
float endFalloffFactor = RemapValClamped( dist, farZ, 0.6 * farZ );
o.vertAtten.xyz = saturate( endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) );
#if WORLDVERTEXTRANSITION
o.vertAtten.w = 1 - v.vColor.w;
#else
#if VERTEXCOLOR
o.vertAtten.w = v.vColor.w;
#else
o.vertAtten.w = 1.0f;
#endif
#endif
return o;
}