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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/sky_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/sky_vs20.fxc')
-rw-r--r--mp/src/materialsystem/stdshaders/sky_vs20.fxc64
1 files changed, 64 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/sky_vs20.fxc b/mp/src/materialsystem/stdshaders/sky_vs20.fxc
new file mode 100644
index 00000000..1bc2a3e6
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/sky_vs20.fxc
@@ -0,0 +1,64 @@
+#include "common_vs_fxc.h"
+
+const float4 g_vTextureSizeInfo : register( SHADER_SPECIFIC_CONST_0 );
+const float4 g_mBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
+ //SHADER_SPECIFIC_CONST_2
+
+#define TEXEL_XINCR (g_vTextureSizeInfo.x)
+#define TEXEL_YINCR (g_vTextureSizeInfo.y)
+#define U_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.z)
+#define V_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.w)
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION;
+ float2 vTexCoord0 : TEXCOORD0;
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION;
+
+//#if defined( _X360 )
+// float2 baseTexCoord : TEXCOORD0;
+//#else
+ float2 baseTexCoord00 : TEXCOORD0;
+ float2 baseTexCoord01 : TEXCOORD1;
+ float2 baseTexCoord10 : TEXCOORD2;
+ float2 baseTexCoord11 : TEXCOORD3;
+ float2 baseTexCoord_In_Pixels: TEXCOORD4;
+//#endif
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ o.projPos = mul( v.vPos, cModelViewProj );
+
+ float4 vTexCoordInput = { v.vTexCoord0.x, v.vTexCoord0.y, 0.0f, 1.0f };
+ float2 vTexCoord;
+ vTexCoord.x = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[0] );
+ vTexCoord.y = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[1] );
+
+//#if defined( _X360 )
+// o.baseTexCoord.xy = vTexCoord.xy;
+//#else
+ // Compute quantities needed for pixel shader texture lerping
+ o.baseTexCoord00.x = vTexCoord.x - TEXEL_XINCR;
+ o.baseTexCoord00.y = vTexCoord.y - TEXEL_YINCR;
+ o.baseTexCoord10.x = vTexCoord.x + TEXEL_XINCR;
+ o.baseTexCoord10.y = vTexCoord.y - TEXEL_YINCR;
+
+ o.baseTexCoord01.x = vTexCoord.x - TEXEL_XINCR;
+ o.baseTexCoord01.y = vTexCoord.y + TEXEL_YINCR;
+ o.baseTexCoord11.x = vTexCoord.x + TEXEL_XINCR;
+ o.baseTexCoord11.y = vTexCoord.y + TEXEL_YINCR;
+
+ o.baseTexCoord_In_Pixels.xy = o.baseTexCoord00.xy;
+ o.baseTexCoord_In_Pixels.x *= U_TO_PIXEL_COORD_SCALE;
+ o.baseTexCoord_In_Pixels.y *= V_TO_PIXEL_COORD_SCALE;
+//#endif
+
+ return o;
+}