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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/emissive_scroll_blended_pass_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/emissive_scroll_blended_pass_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/emissive_scroll_blended_pass_vs20.fxc | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/emissive_scroll_blended_pass_vs20.fxc b/materialsystem/stdshaders/emissive_scroll_blended_pass_vs20.fxc new file mode 100644 index 0000000..6c28dd2 --- /dev/null +++ b/materialsystem/stdshaders/emissive_scroll_blended_pass_vs20.fxc @@ -0,0 +1,68 @@ +//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============// + +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "SKINNING" "0..1" +// DYNAMIC: "MORPHING" "0..1" [vs30] + +// Includes +#include "common_vs_fxc.h" + +// Globals +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 + +// Structs +struct VS_INPUT +{ + float4 vPos : POSITION; // Position + float4 vBoneWeights : BLENDWEIGHT; // Skin weights + float4 vBoneIndices : BLENDINDICES; // Skin indices + float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates + + float3 vPosFlex : POSITION1; // Delta positions for flexing + +#ifdef SHADER_MODEL_VS_3_0 + float vVertexID : POSITION2; +#endif +}; + +struct VS_OUTPUT +{ + float4 vProjPosition : POSITION; // Projection-space position + float2 vTexCoord0 : TEXCOORD0; +}; + +// Main +VS_OUTPUT main( const VS_INPUT i ) +{ + VS_OUTPUT o; + + float4 vObjPosition = i.vPos; + +#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING + ApplyMorph( i.vPosFlex, vObjPosition.xyz ); +#else + ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz ); +#endif + + // Transform the position + float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; + SkinPosition( g_bSkinning, vObjPosition, i.vBoneWeights, i.vBoneIndices, vWorldPosition ); + + // Transform into projection space + float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); + o.vProjPosition = vProjPosition; + + // Pass through tex coords + o.vTexCoord0.xy = i.vTexCoord0.xy; + + return o; +} |