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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/shadow_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/shadow_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/shadow_vs20.fxc | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadow_vs20.fxc b/materialsystem/stdshaders/shadow_vs20.fxc new file mode 100644 index 0000000..66db17d --- /dev/null +++ b/materialsystem/stdshaders/shadow_vs20.fxc @@ -0,0 +1,66 @@ +// DYNAMIC: "DOWATERFOG" "0..1" + +#include "common_vs_fxc.h" + +static const int g_FogType = DOWATERFOG; + +const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); +const float4 cTextureJitter[2] : register( SHADER_SPECIFIC_CONST_2 ); + +struct VS_INPUT +{ + // This is all of the stuff that we ever use. + float4 vPos : POSITION; + float4 vColor : COLOR0; + float4 vTexCoord0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 projPos : POSITION; +#if !defined( _X360 ) + float fog : FOG; +#endif + float2 texCoord0 : TEXCOORD0; + float2 texCoord1 : TEXCOORD1; + float2 texCoord2 : TEXCOORD2; + float2 texCoord3 : TEXCOORD3; + float2 texCoord4 : TEXCOORD4; + HALF4 worldPos_projPosZ : TEXCOORD5; + float4 shadowColor : COLOR0; + float4 fogFactorW : COLOR1; +}; + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float3 worldNormal, worldPos; + float2 texCoord; + worldPos = mul( v.vPos, cModel[0] ); + float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); + o.projPos = projPos; + projPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); + + // NOTE: CalcFog returns 1 for non-water fog, so it's ok to use fog + // It returns the real fog for range fog, since we do vertex fog + o.fogFactorW = CalcFog( worldPos, projPos, g_FogType ); +#if !defined( _X360 ) + o.fog = o.fogFactorW; +#endif + o.shadowColor = v.vColor; + o.worldPos_projPosZ = float4( worldPos, projPos.z ); + + texCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); + texCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); + + o.texCoord0.xy = texCoord; + o.texCoord1.xy = texCoord + cTextureJitter[0]; + o.texCoord2.xy = texCoord - cTextureJitter[0]; + o.texCoord3.xy = texCoord + cTextureJitter[1]; + o.texCoord4.xy = texCoord - cTextureJitter[1]; + + return o; +} + + |