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-rw-r--r--materialsystem/stdshaders/ShatteredGlass_vs20.fxc70
1 files changed, 70 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/ShatteredGlass_vs20.fxc b/materialsystem/stdshaders/ShatteredGlass_vs20.fxc
new file mode 100644
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+++ b/materialsystem/stdshaders/ShatteredGlass_vs20.fxc
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+// DYNAMIC: "DOWATERFOG" "0..1"
+// STATIC: "ENVMAP_MASK" "0..1"
+#include "common_vs_fxc.h"
+
+static const int g_FogType = DOWATERFOG;
+static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK;
+
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
+const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
+
+struct VS_INPUT
+{
+ float3 vPos : POSITION;
+ float4 vNormal : NORMAL;
+ float2 vBaseTexCoord : TEXCOORD0;
+ float2 vLightmapTexCoord : TEXCOORD1;
+ float2 vDetailTexCoord : TEXCOORD2;
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION;
+#if !defined( _X360 )
+ float fog : FOG;
+#endif
+ float2 baseTexCoord : TEXCOORD0;
+ float2 detailTexCoord : TEXCOORD1;
+ float2 lightmapTexCoord : TEXCOORD2;
+ float2 envmapMaskTexCoord : TEXCOORD3;
+ float4 worldPos_projPosZ : TEXCOORD4;
+ float3 worldNormal : TEXCOORD5;
+ float4 vertexColor : COLOR;
+ float4 fogFactorW : COLOR1;
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ float3 vObjNormal;
+ DecompressVertex_Normal( v.vNormal, vObjNormal );
+
+ float4 projPos;
+ projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
+ o.projPos = projPos;
+ projPos.z = dot( float4( v.vPos, 1 ), cModelViewProjZ );
+
+ o.worldPos_projPosZ.w = projPos.z;
+ o.worldPos_projPosZ.xyz = mul( float4( v.vPos, 1 ), cModel[0] );
+ o.worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
+ o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
+ o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
+ o.detailTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w;
+ o.detailTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w;
+ o.envmapMaskTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w;
+ o.envmapMaskTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w;
+ o.lightmapTexCoord = v.vLightmapTexCoord;
+
+
+
+ o.fogFactorW = CalcFog( o.worldPos_projPosZ.xyz, projPos, g_FogType );
+#if !defined( _X360 )
+ o.fog = o.fogFactorW;
+#endif
+ o.vertexColor = cModulationColor;
+
+ return o;
+}
+
+