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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 /sp/src/materialsystem/stdshaders/Water_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 'sp/src/materialsystem/stdshaders/Water_vs20.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/Water_vs20.fxc117
1 files changed, 117 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/Water_vs20.fxc b/sp/src/materialsystem/stdshaders/Water_vs20.fxc
new file mode 100644
index 00000000..8f3a7a81
--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/Water_vs20.fxc
@@ -0,0 +1,117 @@
+// STATIC: "BASETEXTURE" "0..1"
+// STATIC: "MULTITEXTURE" "0..1"
+
+// SKIP: $MULTITEXTURE && $BASETEXTURE
+
+#include "common_vs_fxc.h"
+
+const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
+const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 );
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION;
+ float4 vNormal : NORMAL;
+ float4 vBaseTexCoord : TEXCOORD0;
+ float2 vLightmapTexCoord : TEXCOORD1;
+ float2 vLightmapTexCoordOffset : TEXCOORD2;
+ float3 vTangentS : TANGENT;
+ float3 vTangentT : BINORMAL0;
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPos_POSITION : POSITION;
+#if !defined( _X360 )
+ float vFog : FOG;
+#endif
+ float2 vBumpTexCoord : TEXCOORD0;
+ float3 vTangentEyeVect : TEXCOORD1;
+ float4 vReflectXY_vRefractYX : TEXCOORD2;
+ float W : TEXCOORD3;
+ float4 vProjPos : TEXCOORD4;
+ float screenCoord : TEXCOORD5;
+#if MULTITEXTURE
+ float4 vExtraBumpTexCoord : TEXCOORD6;
+#endif
+#if BASETEXTURE
+ HALF4 lightmapTexCoord1And2 : TEXCOORD6;
+ HALF4 lightmapTexCoord3 : TEXCOORD7;
+#endif
+ float4 fogFactorW : COLOR1;
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ float3 vObjNormal;
+ DecompressVertex_Normal( v.vNormal, vObjNormal );
+
+ // Projected position
+ float4 vProjPos = mul( v.vPos, cModelViewProj );
+ o.vProjPos = o.vProjPos_POSITION = vProjPos;
+
+ // Project tangent basis
+ float2 vProjTangentS = mul( v.vTangentS, cViewProj );
+ float2 vProjTangentT = mul( v.vTangentT, cViewProj );
+
+ // Map projected position to the reflection texture
+ float2 vReflectPos;
+ vReflectPos = (vProjPos.xy + vProjPos.w) * 0.5f;
+
+ // Map projected position to the refraction texture
+ float2 vRefractPos;
+ vRefractPos.x = vProjPos.x;
+ vRefractPos.y = -vProjPos.y; // invert Y
+ vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
+
+ // Reflection transform
+ o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x );
+ o.W = vProjPos.w;
+
+ o.screenCoord = vProjPos.x;
+
+ // Compute fog based on the position
+ float3 vWorldPos = mul( v.vPos, cModel[0] );
+ o.fogFactorW = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
+#if !defined( _X360 )
+ o.vFog = o.fogFactorW;
+#endif
+
+ // Eye vector
+ float3 vWorldEyeVect = cEyePos - vWorldPos;
+ // Transform to the tangent space
+ o.vTangentEyeVect.x = dot( vWorldEyeVect, v.vTangentS );
+ o.vTangentEyeVect.y = dot( vWorldEyeVect, v.vTangentT );
+ o.vTangentEyeVect.z = dot( vWorldEyeVect, vObjNormal );
+
+ // Tranform bump coordinates
+ o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
+ o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
+ float f45x=v.vBaseTexCoord.x+v.vBaseTexCoord.y;
+ float f45y=v.vBaseTexCoord.y-v.vBaseTexCoord.x;
+#if MULTITEXTURE
+ o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x;
+ o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y;
+ o.vExtraBumpTexCoord.z=v.vBaseTexCoord.y*0.45+TexOffsets.z;
+ o.vExtraBumpTexCoord.w=v.vBaseTexCoord.x*0.45+TexOffsets.w;
+#endif
+
+#if BASETEXTURE
+ o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
+
+ float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
+ float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
+
+ // reversed component order
+ o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
+ o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
+
+ o.lightmapTexCoord3.xy = lightmapTexCoord3;
+#endif
+
+ return o;
+}
+
+