Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "EFFECT" "0..3"
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "VERTEX_LIT" "0..1"
// STATIC: "FULLBRIGHT" "0..1"
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
// STATIC: "BASETEXTURE2" "0..1"
// STATIC: "STRIPES" "0..1"
// STATIC: "STRIPES_USE_NORMAL2" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
// DYNAMIC: "STATIC_LIGHT" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
// SKIP: ( STRIPES == 0 ) && ( STRIPES_USE_NORMAL2 == 1 )
// SKIP: ( EFFECT == 2 || EFFECT == 3 ) && ( VERTEXCOLOR == 1 || HALFLAMBERT == 1 || VERTEX_LIT == 1 || FULLBRIGHT == 1 || USE_STATIC_CONTROL_FLOW == 1 || BASETEXTURE2 == 1 || STRIPES == 1 || STRIPES_USE_NORMAL2 == 1 )
// SKIP: ( EFFECT == 2 || EFFECT == 3 ) && ( SKINNING == 1 || DYNAMIC_LIGHT == 1 || STATIC_LIGHT == 1 || NUM_LIGHTS != 0 )
// SKIP: ( FULLBRIGHT == 1 ) && ( VERTEX_LIT == 0 || DYNAMIC_LIGHT == 1 || STATIC_LIGHT == 1 || NUM_LIGHTS != 0 )
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
const float4 g_vPyroParms1 : register( SHADER_SPECIFIC_CONST_0 );
#define g_vStripeScale g_vPyroParms1.xyz
#define g_flUnused1 g_vPyroParms1.w
#if EFFECT == 0 || EFFECT == 1
const float4 g_vPyroParms2 : register( SHADER_SPECIFIC_CONST_1 );
#define g_vCanvasScale g_vPyroParms2.xyz
#define g_flUnused2 g_vPyroParms2.w
#endif
const float4 cBlendMaskTexCoordTransform[ 2 ] : register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest!
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
#if ( VERTEX_LIT == 1 )
float4 vNormal : NORMAL;
#endif
float2 vBaseTexCoord : TEXCOORD0;
float2 vLightmapTexCoord : TEXCOORD1;
float2 vLightmapTexCoordOffset : TEXCOORD2;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
float4 vColor : COLOR0;
float3 vSpecular : COLOR1;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
#if EFFECT == 0 || EFFECT == 1
float4 vBaseAndSeamlessTexCoord : TEXCOORD0;
#if ( STRIPES == 1 )
float2 vStripeSeamlessTexCoord : TEXCOORD1;
#endif
#if ( VERTEX_LIT == 0 )
float2 vLightmapBlendTexCoord : TEXCOORD2;
#endif
#if BASETEXTURE2 == 1
float3 vBlendFactor : TEXCOORD3;
#endif
float4 worldPos_projPosZ : TEXCOORD4;
float3 vWorldNormal : TEXCOORD5;
float4 vVertexColor : COLOR;
#else
float2 vBaseTexCoord : TEXCOORD0;
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
#if EFFECT == 0 || EFFECT == 1
float4 vObjPosition = v.vPos;
#if ( VERTEX_LIT == 1 )
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
#else
float3 vObjNormal = float3( 0.0, 0.0, 1.0 );
#endif
float3 vWorldNormal, vWorldPos;
SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal, v.vBoneWeights, v.vBoneIndices, vWorldPos, vWorldNormal );
float4 vProjPos = mul( float4( vWorldPos, 1 ), cViewProj );
o.vProjPos = vProjPos;
vProjPos.z = dot( float4( vWorldPos, 1 ), cViewProjZ );
o.worldPos_projPosZ = float4( vWorldPos, vProjPos.z );
#if 0
if ( !g_bSkinning )
{
vWorldNormal = vObjNormal;
}
#endif
vWorldNormal = normalize( vWorldNormal );
o.vWorldNormal = vWorldNormal;
o.vBaseAndSeamlessTexCoord.xy = v.vBaseTexCoord;
float flZFactor = vWorldPos.z * g_vCanvasScale.z;
o.vBaseAndSeamlessTexCoord.zw = float2( vWorldPos.x + flZFactor, vWorldPos.y - flZFactor ) * g_vCanvasScale.xy;
#if ( STRIPES == 1 )
float3 vWorldStripeCoord = vWorldPos * g_vStripeScale;
o.vStripeSeamlessTexCoord.xy = vWorldStripeCoord.yz + vWorldStripeCoord.xz + vWorldStripeCoord.xy;
#endif
#if VERTEX_LIT == 0
o.vLightmapBlendTexCoord.xy = v.vLightmapTexCoord;
#endif
#if BASETEXTURE2 == 1
o.vBlendFactor.x = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[ 0 ] ) + cBlendMaskTexCoordTransform[ 0 ].w;
o.vBlendFactor.y = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[ 1 ] ) + cBlendMaskTexCoordTransform[ 1 ].w;
o.vBlendFactor.z = v.vColor.a;
#endif
#if VERTEXCOLOR == 1
o.vVertexColor = v.vColor;
#elif VERTEX_LIT == 1 && FULLBRIGHT == 0
bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
bool bStaticLight = STATIC_LIGHT ? true : false;
#if ( ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) )
{
o.vVertexColor.xyz = DoLighting( vWorldPos, vWorldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert );
}
#else
{
o.vVertexColor.xyz = DoLightingUnrolled( vWorldPos, vWorldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
}
#endif
o.vVertexColor.a = 1.0f;
#else
o.vVertexColor = 1.0f;
#endif
#else
o.vProjPos = v.vPos;
o.vBaseTexCoord = v.vBaseTexCoord;
#endif
return o;
}