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diff --git a/materialsystem/stdshaders/aftershock_vs20.fxc b/materialsystem/stdshaders/aftershock_vs20.fxc
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+//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============//
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+
+// Includes
+#include "common_vs_fxc.h"
+
+// Globals
+static const bool g_bSkinning = SKINNING ? true : false;
+const float g_flTime : register( SHADER_SPECIFIC_CONST_0 );
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
+
+// Structs
+struct VS_INPUT
+{
+ float4 vPos : POSITION; // Position
+ float4 vNormal : NORMAL; // Normal
+ float4 vBoneWeights : BLENDWEIGHT; // Skin weights
+ float4 vBoneIndices : BLENDINDICES; // Skin indices
+ float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
+ float4 vTangent : TANGENT;
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPosition : POSITION; // Projection-space position
+ float3 vWorldNormal : TEXCOORD0; // World-space normal
+ float3 vWorldTangent : TEXCOORD1;
+ float3 vWorldBinormal : TEXCOORD2;
+ float3 vProjPosForRefract : TEXCOORD3;
+ float3 vWorldViewVector : TEXCOORD4;
+ float4 vUv0 : TEXCOORD5;
+ float4 vUv1 : TEXCOORD6;
+ float2 vUvGroundNoise : TEXCOORD7;
+};
+
+// Main
+VS_OUTPUT main( const VS_INPUT i )
+{
+ VS_OUTPUT o;
+
+ float4 vObjPosition = i.vPos;
+ float4 vObjTangent = i.vTangent;
+ float3 vObjNormal;
+ DecompressVertex_Normal( i.vNormal, vObjNormal );
+
+ // Transform the position
+ float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
+ SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
+ vWorldNormal.xyz = normalize( vWorldNormal.xyz );
+ vWorldTangent.xyz = normalize( vWorldTangent.xyz );
+ vWorldBinormal.xyz = normalize( vWorldBinormal.xyz );
+
+ o.vWorldNormal.xyz = vWorldNormal.xyz;
+ o.vWorldTangent.xyz = vWorldTangent.xyz;
+ o.vWorldBinormal.xyz = vWorldBinormal.xyz;
+
+ // Transform into projection space
+ float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
+ o.vProjPosition = vProjPosition;
+
+ // Map projected position to the refraction texture
+ float2 vRefractPos;
+ vRefractPos.x = vProjPosition.x;
+ vRefractPos.y = -vProjPosition.y; // Invert Y
+ vRefractPos = (vRefractPos + vProjPosition.w) * 0.5f;
+ o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w);
+
+ // View vector
+ float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
+ o.vWorldViewVector.xyz = vWorldViewVector.xyz;
+
+ // Tangent space transform
+ //o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x );
+ //o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y );
+ //o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z );
+
+ // Texture coordinates
+ float2 vBaseUv;
+ vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
+ vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
+
+ // Bump layer 0
+ float2 vUv0 = vBaseUv.xy;
+ float2 vUv0Scroll = vBaseUv.xy * 3.0f;
+ vUv0Scroll.y -= g_flTime * 0.1f;
+
+ o.vUv0.xy = vUv0.xy;
+ o.vUv0.wz = vUv0Scroll.xy;
+
+ // Bump layer 1
+ float2 vUv1 = vBaseUv.xy * 8.0f;
+ float2 vUv1Scroll = vBaseUv.xy * 16.0f;
+ vUv1Scroll.y -= g_flTime * 0.1f;
+
+ o.vUv1.xy = vUv1.xy;
+ o.vUv1.wz = vUv1Scroll.xy;
+
+ // Ground noise
+ o.vUvGroundNoise.xy = vBaseUv.xy;
+ o.vUvGroundNoise.x *= 3.5f;
+ o.vUvGroundNoise.y *= 0.2105f;
+ o.vUvGroundNoise.y -= g_flTime * 0.04f;
+
+ return o;
+}