Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// STATIC: "STAGE" "0..2"
// Includes
#include "common_vs_fxc.h"
// Globals
const float g_flTime : register( SHADER_SPECIFIC_CONST_0 );
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
const float2 g_vConst3 : register( SHADER_SPECIFIC_CONST_3 );
#define g_flPortalOpenAmount g_vConst3.x
#define g_flPortalStaticAmount g_vConst3.y
// Structs
struct VS_INPUT
{
float4 vPos : POSITION; // Position
float4 vNormal : NORMAL; // Normal
float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
float4 vTangent : TANGENT; // Flip in w
};
struct VS_OUTPUT
{
float4 vProjPosition : POSITION; // Projection-space position
float2 vUv0 : TEXCOORD0;
float3 vWorldTangent : TEXCOORD1;
float3 vWorldBinormal : TEXCOORD2;
float4 vWorldPosition : TEXCOORD3; // Proj pos z in w
float3 vProjPosForRefract : TEXCOORD4;
float4 vNoiseTexCoord : TEXCOORD5;
};
// Main
VS_OUTPUT main( const VS_INPUT i )
{
float kFlPortalOuterBorder = 0.075f; // Must match PS!
VS_OUTPUT o;
float3 vObjNormal;
DecompressVertex_Normal( i.vNormal, vObjNormal );
// Transform the position
float3 vWorldPosition = mul( i.vPos, cModel[0] );
float3 vWorldNormal = normalize( mul( vObjNormal, ( float3x3 )cModel[0] ) );
float3 vWorldTangent = normalize( mul( i.vTangent, ( float3x3 )cModel[0] ) );
float3 vWorldBinormal = normalize( cross( vWorldNormal, vWorldTangent ) * i.vTangent.w );
o.vWorldPosition.xyz = vWorldPosition.xyz;
//o.vWorldNormal.xyz = vWorldNormal.xyz;
o.vWorldTangent.xyz = vWorldTangent.xyz + vWorldPosition.xyz;
o.vWorldBinormal.xyz = vWorldBinormal.xyz + vWorldPosition.xyz;
// Transform into projection space
float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
o.vProjPosition.xyzw = vProjPosition.xyzw;
o.vWorldPosition.w = vProjPosition.z;
// 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);
// Texture coordinates
float2 vBaseUv;
vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
//o.vUv0.xy = vBaseUv.xy;
o.vUv0.xy = vBaseUv.xy * ( 1.0f + kFlPortalOuterBorder ) - ( kFlPortalOuterBorder * 0.5f ); // Adjust uv's for shrunken portal
// Portal open time
float flPortalOpenAmount = saturate( g_flPortalOpenAmount + 0.001f ); // 0.001f to avoid divide by zero
// Noise UV
float kFlBorderNoiseScale = 0.3f;
float kFlNoiseUvScroll = g_flTime * 0.0275f;
float2 vNoiseUv = ( ( vBaseUv.xy - 0.5f ) / flPortalOpenAmount ) + 0.5f;
o.vNoiseTexCoord.xy = ( vNoiseUv.xy * kFlBorderNoiseScale ) + float2( kFlNoiseUvScroll, 0 );
o.vNoiseTexCoord.zw = ( vNoiseUv.xy * kFlBorderNoiseScale ) - float2( kFlNoiseUvScroll, 0 ); // Will fetch as wz to avoid matching layers
return o;
}