Team Fortress 2 Source Code as on 22/4/2020
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2.8 KiB

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..1"
# DYNAMIC: "SKINNING" "0..1"
;------------------------------------------------------------------------------
; Constants specified by the app
; c0 = (0, 1, 2, 0.5)
; c1 = (1/2.2, 0, 0, 0)
; c2 = camera position *in world space*
; c4-c7 = modelViewProj matrix (transpose)
; c8-c11 = ViewProj matrix (transpose)
; c12-c15 = model->view matrix (transpose)
; c16 = [fogStart, fogEnd, fogRange, undefined]
;
; Vertex components (as specified in the vertex DECL)
; $vPos = Position
; $vTexCoord0.xy = TexCoord0
;------------------------------------------------------------------------------
#include "macros.vsh"
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&AllocateRegister( \$worldNormal );
&SkinPositionAndNormal( $worldPos, $worldNormal );
;------------------------------------------------------------------------------
; Transform the position from world to proj 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
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$worldPos );
;------------------------------------------------------------------------------
; Transform the normal from world to proj space
;------------------------------------------------------------------------------
&AllocateRegister( \$projNormal );
; only do X and Y since that's all we care about
dp3 $projNormal.x, $worldNormal, $cViewProj0
dp3 $projNormal.y, $worldNormal, $cViewProj1
&FreeRegister( \$worldNormal );
;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------
; NOTE: projPos isn't projPos after this point. :)
; 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
&FreeRegister( \$projPos );
&FreeRegister( \$projNormal );