Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
const float4 cShadowTextureMatrix[3] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cTexOrigin : register( SHADER_SPECIFIC_CONST_3 );
const float4 cTexScale : register( SHADER_SPECIFIC_CONST_4 );
// { Shadow falloff offset, 1/Shadow distance, Shadow scale, 0 }
const float3 cShadowConstants : register( SHADER_SPECIFIC_CONST_5 );
#define flShadowFalloffOffset cShadowConstants.x
#define flOneOverShadowDist cShadowConstants.y
#define flShadowScale cShadowConstants.z
struct VS_INPUT
{
float4 vPos : POSITION;
float3 vNormal : NORMAL;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
};
struct VS_OUTPUT
{
float4 projPos : POSITION; // Projection-space position
float3 T0 : TEXCOORD0; // PS wants this to be 4D but VS doesn't? (see original asm sources)
float3 T1 : TEXCOORD1;
float3 T2 : TEXCOORD2;
float T3 : TEXCOORD3;
float4 vColor : COLOR0;
float fog : FOG;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
// Perform skinning
float3 worldNormal, worldPos;
SkinPositionAndNormal( g_bSkinning, v.vPos, v.vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
// Transform into projection space
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
// Compute fog
o.fog = CalcFog( worldPos, o.projPos, g_FogType );
// Transform position into texture space (from 0 to 1)
float3 vTexturePos;
vTexturePos.x = dot( worldPos.xyz, cShadowTextureMatrix[0].xyz );
vTexturePos.y = dot( worldPos.xyz, cShadowTextureMatrix[1].xyz );
vTexturePos.z = dot( worldPos.xyz, cShadowTextureMatrix[2].xyz );
// Figure out the shadow fade amount
float flShadowFade = ( vTexturePos.z - flShadowFalloffOffset ) * flOneOverShadowDist;
// Offset it into the texture
o.T0 = vTexturePos * cTexScale + cTexOrigin;
// We're doing clipping by using texkill
o.T1.xyz = vTexturePos.xyz; // Also clips when shadow z < 0 !
o.T2.xyz = float3( 1.0f, 1.0f, 1.0f ) - vTexturePos.xyz;
o.T2.z = 1.0f - flShadowFade; // Clips when shadow z > shadow distance
// We're doing backface culling by using texkill also (wow yucky)
// --------------------------------------------------------------
// Transform z component of normal in texture space
// If it's negative, then don't draw the pixel
o.T3 = dot( worldNormal, -cShadowTextureMatrix[2] );
// Shadow color, falloff
o.vColor.xyz = cModulationColor.xyz;
o.vColor.w = flShadowFade * flShadowScale;
return o;
}