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Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugtangentspace_vs20.fxc')
-rw-r--r--mp/src/materialsystem/stdshaders/debugtangentspace_vs20.fxc55
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;
+} \ No newline at end of file