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-rw-r--r--materialsystem/stdshaders/unlittwotexture_vs20.fxc73
1 files changed, 73 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/unlittwotexture_vs20.fxc b/materialsystem/stdshaders/unlittwotexture_vs20.fxc
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+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+
+#include "common_vs_fxc.h"
+
+static const bool g_bSkinning = SKINNING ? true : false;
+static const int g_FogType = DOWATERFOG;
+
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
+const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 );
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION;
+ float4 vBoneWeights : BLENDWEIGHT;
+ float4 vBoneIndices : BLENDINDICES;
+ // make these float2's and stick the [n n 0 1] in the dot math.
+ float4 vTexCoord0 : TEXCOORD0;
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION; // Projection-space position
+#if !defined( _X360 )
+ float fog : FOG;
+#endif
+ HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
+ HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
+
+ float4 vColor : COLOR0;
+ float4 fogFactorW : COLOR1;
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ float4 vPosition = v.vPos;
+
+ // Perform skinning
+ float3 worldNormal, worldPos;
+ SkinPosition(
+ g_bSkinning,
+ vPosition,
+ v.vBoneWeights, v.vBoneIndices,
+ worldPos );
+
+ // Transform into projection space
+ float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.projPos = vProjPos;
+ vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
+ o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType );
+#if !defined( _X360 )
+ o.fog = o.fogFactorW.w;
+#endif
+ // Needed for water fog alpha;
+ // FIXME: we shouldn't have to compute this all thie time.
+ o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
+
+ // Base texture coordinates
+ o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
+ o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
+
+ // Base texture coordinates
+ o.baseTexCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] );
+ o.baseTexCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] );
+
+ o.vColor = cModulationColor;
+
+ return o;
+}