diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugtangentspace_vs20.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/debugtangentspace_vs20.fxc | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugtangentspace_vs20.fxc b/mp/src/materialsystem/stdshaders/debugtangentspace_vs20.fxc new file mode 100644 index 00000000..f829bde9 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/debugtangentspace_vs20.fxc @@ -0,0 +1,55 @@ +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "DOWATERFOG" "0..1" +// DYNAMIC: "SKINNING" "0..1" + +#include "common_vs_fxc.h" + +static const int g_FogType = DOWATERFOG; +static const bool g_bSkinning = SKINNING ? true : false; + + +struct VS_INPUT +{ + float4 vPos : POSITION; + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + float4 vNormal : NORMAL; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + + float4 vDiffuse : COLOR0; + + float4 fogFactorW : COLOR1; + +#if !defined( _X360 ) + float fog : FOG; +#endif +}; + + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float3 vObjNormal; + DecompressVertex_Normal( v.vNormal, vObjNormal ); + + float3 worldPos, worldNormal; + SkinPositionAndNormal( g_bSkinning, v.vPos, vObjNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal ); + + o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + + o.fogFactorW = CalcFog( worldPos, o.vProjPos, g_FogType ); +#if !defined( _X360 ) + o.fog = o.fogFactorW; +#endif + + // stick the normal in the color channel + o.vDiffuse.rgb = worldNormal; + o.vDiffuse.a = 1.0f; + + return o; +}
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