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authorJoe Ludwig <[email protected]>2013-12-23 14:58:45 -0800
committerJoe Ludwig <[email protected]>2013-12-23 15:00:03 -0800
commit7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch)
treead65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/depthwrite_vs20.fxc
parentMerge pull request #182 from ardneran/master (diff)
downloadsource-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz
source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip
Added many shader source files
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/depthwrite_vs20.fxc')
-rw-r--r--mp/src/materialsystem/stdshaders/depthwrite_vs20.fxc83
1 files changed, 83 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/depthwrite_vs20.fxc b/mp/src/materialsystem/stdshaders/depthwrite_vs20.fxc
new file mode 100644
index 00000000..f98e40e2
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/depthwrite_vs20.fxc
@@ -0,0 +1,83 @@
+// STATIC: "ONLY_PROJECT_POSITION" "0..1" [XBOX]
+// STATIC: "ONLY_PROJECT_POSITION" "0..0" [PC]
+// STATIC: "COLOR_DEPTH" "0..1"
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+// DYNAMIC: "MORPHING" "0..1" [vs30]
+
+#include "common_vs_fxc.h"
+
+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
+
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION;
+ float2 vTexCoord : TEXCOORD0;
+ float4 vBoneWeights : BLENDWEIGHT;
+ float4 vBoneIndices : BLENDINDICES;
+
+ // Position delta stream
+ float3 vPosFlex : POSITION1;
+
+#ifdef SHADER_MODEL_VS_3_0
+ float vVertexID : POSITION2;
+#endif
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPos : POSITION;
+
+#if (ONLY_PROJECT_POSITION == 0) //360 sometimes runs without the pixel shader component, but has to patch this output if it does.
+ float2 texCoord : TEXCOORD0;
+#endif
+
+#if COLOR_DEPTH
+ float4 vWorldPos_projPosZ : TEXCOORD1;
+#endif
+
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+ float3 vWorldPos;
+ float4 vPosition = v.vPos;
+
+#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
+ ApplyMorph( v.vPosFlex, vPosition.xyz );
+#else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
+ v.vVertexID, float3(0, 0, 0), vPosition.xyz );
+#endif
+
+ SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPos );
+
+ float4 vProjPos = mul( float4( vWorldPos, 1.0f ), cViewProj );
+
+ o.vProjPos = vProjPos;
+
+#if (ONLY_PROJECT_POSITION == 0)
+ o.texCoord = v.vTexCoord;
+#endif
+
+#if ( COLOR_DEPTH && !ONLY_PROJECT_POSITION )
+ o.vWorldPos_projPosZ.z = vProjPos.z;
+ o.vWorldPos_projPosZ.w = vProjPos.w;
+#endif
+
+ return o;
+}
+
+