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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/depthwrite_vs20.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/depthwrite_vs20.fxc')
-rw-r--r--materialsystem/stdshaders/depthwrite_vs20.fxc83
1 files changed, 83 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/depthwrite_vs20.fxc b/materialsystem/stdshaders/depthwrite_vs20.fxc
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+// STATIC: "ONLY_PROJECT_POSITION" "0..1" [XBOX]
+// STATIC: "ONLY_PROJECT_POSITION" "0..0" [PC]
+// STATIC: "COLOR_DEPTH" "0..1"
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+// DYNAMIC: "MORPHING" "0..1" [vs30]
+
+#include "common_vs_fxc.h"
+
+static const bool g_bSkinning = SKINNING ? true : false;
+
+#ifdef SHADER_MODEL_VS_3_0
+// NOTE: cMorphTargetTextureDim.xy = target dimensions,
+// cMorphTargetTextureDim.z = 4tuples/morph
+const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
+const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
+
+sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
+#endif
+
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION;
+ float2 vTexCoord : TEXCOORD0;
+ float4 vBoneWeights : BLENDWEIGHT;
+ float4 vBoneIndices : BLENDINDICES;
+
+ // Position delta stream
+ float3 vPosFlex : POSITION1;
+
+#ifdef SHADER_MODEL_VS_3_0
+ float vVertexID : POSITION2;
+#endif
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPos : POSITION;
+
+#if (ONLY_PROJECT_POSITION == 0) //360 sometimes runs without the pixel shader component, but has to patch this output if it does.
+ float2 texCoord : TEXCOORD0;
+#endif
+
+#if COLOR_DEPTH
+ float4 vWorldPos_projPosZ : TEXCOORD1;
+#endif
+
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+ float3 vWorldPos;
+ float4 vPosition = v.vPos;
+
+#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
+ ApplyMorph( v.vPosFlex, vPosition.xyz );
+#else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
+ v.vVertexID, float3(0, 0, 0), vPosition.xyz );
+#endif
+
+ SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPos );
+
+ float4 vProjPos = mul( float4( vWorldPos, 1.0f ), cViewProj );
+
+ o.vProjPos = vProjPos;
+
+#if (ONLY_PROJECT_POSITION == 0)
+ o.texCoord = v.vTexCoord;
+#endif
+
+#if ( COLOR_DEPTH && !ONLY_PROJECT_POSITION )
+ o.vWorldPos_projPosZ.z = vProjPos.z;
+ o.vWorldPos_projPosZ.w = vProjPos.w;
+#endif
+
+ return o;
+}
+
+