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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/cable_vs20.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/cable_vs20.fxc')
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diff --git a/materialsystem/stdshaders/cable_vs20.fxc b/materialsystem/stdshaders/cable_vs20.fxc
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+// 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;
+} \ No newline at end of file