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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/lightmappedgeneric_decal_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/lightmappedgeneric_decal_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/lightmappedgeneric_decal_vs20.fxc | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/lightmappedgeneric_decal_vs20.fxc b/materialsystem/stdshaders/lightmappedgeneric_decal_vs20.fxc new file mode 100644 index 0000000..0b7db28 --- /dev/null +++ b/materialsystem/stdshaders/lightmappedgeneric_decal_vs20.fxc @@ -0,0 +1,74 @@ +// DYNAMIC: "DOWATERFOG" "0..1" + +#include "common_vs_fxc.h" + +static const int g_FogType = DOWATERFOG; + +const float4 cShaderConst0 : register( SHADER_SPECIFIC_CONST_0 ); +const float4 cShaderConst1 : register( SHADER_SPECIFIC_CONST_1 ); + +struct VS_INPUT +{ + float4 vPos : POSITION; + float4 vTexCoord0 : TEXCOORD0; + float4 vTexCoord1 : TEXCOORD1; + float2 vTexCoord2 : TEXCOORD2; + + float4 vColor : COLOR0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord0 : TEXCOORD0; + float2 vTexCoord1 : TEXCOORD1; + float2 vTexCoord2 : TEXCOORD2; + float2 vTexCoord3 : TEXCOORD3; + + float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog + + float4 vColor : 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 + + + // Compute the texture coordinates given the offset between + // each bumped lightmap + float2 offset; + offset.x = v.vTexCoord2.x; + offset.y = 0.0f; + + o.vTexCoord0.x = dot( v.vTexCoord0, cShaderConst0 ); + o.vTexCoord0.y = dot( v.vTexCoord0, cShaderConst1 ); + + o.vTexCoord1 = offset + v.vTexCoord1.xy; + o.vTexCoord2 = (offset * 2.0) + v.vTexCoord1.xy; + o.vTexCoord3 = (offset * 3.0) + v.vTexCoord1.xy; + + o.vColor = v.vColor; + + return o; +}
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