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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/cable_vs20.fxc | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/cable_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/cable_vs20.fxc | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/cable_vs20.fxc b/materialsystem/stdshaders/cable_vs20.fxc new file mode 100644 index 0000000..adb3559 --- /dev/null +++ b/materialsystem/stdshaders/cable_vs20.fxc @@ -0,0 +1,80 @@ +// DYNAMIC: "DOWATERFOG" "0..1" + +#include "common_vs_fxc.h" + +static const int g_FogType = DOWATERFOG; + +struct VS_INPUT +{ + float4 vPos : POSITION; + float2 vTexCoord0 : TEXCOORD0; + float2 vTexCoord1 : TEXCOORD1; + + float4 directionalLightColor : COLOR0; + + float3 vTangentS : TANGENT; + float3 vTangentT : BINORMAL; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord0 : TEXCOORD0; + float2 vTexCoord1 : TEXCOORD1; + + float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog + + float4 directionalLightColor : COLOR0; + + float4 fogFactorW : COLOR1; + +#if !defined( _X360 ) + float fog : FOG; +#endif +}; + + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float3 worldPos; + worldPos = mul( v.vPos, cModel[0] ); + float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + o.vProjPos = vProjPos; + vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); + + o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); + + o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); +#if !defined( _X360 ) + o.fog = o.fogFactorW; +#endif + + //------------------------------------------------------------------------------ + // Setup the tangent space + //------------------------------------------------------------------------------ + + // Get S crossed with T (call it R) + float3 r = cross( v.vTangentS, v.vTangentT ); + + // Normalize S (into s) + float3 s = normalize( v.vTangentS ); + + // Normalize R (into r) + r = normalize( r ); + + // Regenerate T (into t) + float3 t = cross( r, v.vTangentS ); + + //------------------------------------------------------------------------------ + // Copy texcoords for the normal map and base texture + //------------------------------------------------------------------------------ + o.vTexCoord0 = v.vTexCoord0; + o.vTexCoord1 = v.vTexCoord1; + + // Pass the dirlight color through + o.directionalLightColor = v.directionalLightColor; + + return o; +}
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