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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/volume_clouds_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/volume_clouds_vs20.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/volume_clouds_vs20.fxc103
1 files changed, 103 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/volume_clouds_vs20.fxc b/sp/src/materialsystem/stdshaders/volume_clouds_vs20.fxc
new file mode 100644
index 00000000..ccab2574
--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/volume_clouds_vs20.fxc
@@ -0,0 +1,103 @@
+//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+
+// Includes
+#include "common_vs_fxc.h"
+
+// Globals
+static const bool g_bSkinning = SKINNING ? true : false;
+
+const float3 g_vTime : register( SHADER_SPECIFIC_CONST_0 );
+#define g_flTime1x g_vTime.x
+#define g_flTime2x g_vTime.y
+#define g_flTime4x g_vTime.z
+
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
+
+// Structs
+struct VS_INPUT
+{
+ float4 vPos : POSITION; // Position
+ float4 vNormal : NORMAL; // Normal
+ float4 vBoneWeights : BLENDWEIGHT; // Skin weights
+ float4 vBoneIndices : BLENDINDICES; // Skin indices
+ float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
+ float4 vUserData : TANGENT;
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPosition : POSITION; // Projection-space position
+ float4 v2DTangentViewVector01 : TEXCOORD0;
+ float4 vUv01 : TEXCOORD1;
+ float4 v2DTangentViewVector2_vUv2 : TEXCOORD2;
+};
+
+// Main
+VS_OUTPUT main( const VS_INPUT i )
+{
+ VS_OUTPUT o;
+
+ // Decompress compressed normal and tangent
+ float4 vObjPosition = i.vPos.xyzw;
+ float3 vObjNormal;
+ float4 vObjTangent;
+ DecompressVertex_NormalTangent( i.vNormal, i.vUserData, vObjNormal, vObjTangent );
+
+ // Transform the position
+ float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
+ SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
+ vWorldNormal.xyz = normalize( vWorldNormal.xyz );
+ vWorldTangent.xyz = normalize( vWorldTangent.xyz );
+ vWorldBinormal.xyz = normalize( vWorldBinormal.xyz );
+
+ // Transform into projection space
+ float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
+ o.vProjPosition = vProjPosition;
+
+ // View vector
+ float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz );
+ float3 vTangentViewVector = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz );
+
+ // Texture coordinates
+ float4 mRotate;
+ float2 vBaseUv = i.vTexCoord0.xy;
+
+ // Inner layer
+ mRotate.x = cos( g_flTime4x );
+ mRotate.y = -sin( g_flTime4x );
+ mRotate.z = -mRotate.y;
+ mRotate.w = mRotate.x;
+ o.vUv01.xy = ( vBaseUv.xy - 0.5f ) * 1.0f;
+ o.vUv01.xy = float2( dot( o.vUv01.xy, mRotate.xy ), dot( o.vUv01.xy, mRotate.zw ) );
+ o.vUv01.xy += 0.5f;
+ o.v2DTangentViewVector01.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
+
+ // Middle layer
+ mRotate.x = cos( g_flTime2x );
+ mRotate.y = -sin( g_flTime2x );
+ mRotate.z = -mRotate.y;
+ mRotate.w = mRotate.x;
+ o.vUv01.wz = ( vBaseUv.xy - 0.5f ) * 1.0f;
+ o.vUv01.wz = float2( dot( o.vUv01.wz, mRotate.xy ), dot( o.vUv01.wz, mRotate.zw ) );
+ o.vUv01.wz += 0.5f;
+ o.v2DTangentViewVector01.wz = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
+
+ // Outer layer
+ mRotate.x = cos( g_flTime1x );
+ mRotate.y = -sin( g_flTime1x );
+ mRotate.z = -mRotate.y;
+ mRotate.w = mRotate.x;
+ float2 vUv2 = ( vBaseUv.xy - 0.5f ) * 1.0f;
+ vUv2.xy = float2( dot( vUv2.xy, mRotate.xy ), dot( vUv2.xy, mRotate.zw ) );
+ vUv2.xy += 0.5f;
+ o.v2DTangentViewVector2_vUv2.wz = vUv2.xy;
+ o.v2DTangentViewVector2_vUv2.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
+
+ return o;
+}