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Diffstat (limited to 'materialsystem/stdshaders/emissive_scroll_blended_pass_vs20.fxc')
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diff --git a/materialsystem/stdshaders/emissive_scroll_blended_pass_vs20.fxc b/materialsystem/stdshaders/emissive_scroll_blended_pass_vs20.fxc
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+//========= 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;
+}