Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// 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 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
// make these float2's and stick the [n n 0 1] in the dot math.
float4 vTexCoord0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION; // Projection-space position
#if !defined( _X360 )
float fog : FOG;
#endif
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
float4 vColor : COLOR0;
float4 fogFactorW : COLOR1;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos;
// Perform skinning
float3 worldNormal, worldPos;
SkinPosition(
g_bSkinning,
vPosition,
v.vBoneWeights, v.vBoneIndices,
worldPos );
// Transform into projection space
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = vProjPos;
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW.w;
#endif
// Needed for water fog alpha;
// FIXME: we shouldn't have to compute this all thie time.
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
// Base texture coordinates
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
// Base texture coordinates
o.baseTexCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] );
o.baseTexCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] );
o.vColor = cModulationColor;
return o;
}