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path: root/sp/src/materialsystem/stdshaders/WorldVertexTransition.vsh
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-rw-r--r--sp/src/materialsystem/stdshaders/WorldVertexTransition.vsh48
1 files changed, 48 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/WorldVertexTransition.vsh b/sp/src/materialsystem/stdshaders/WorldVertexTransition.vsh
new file mode 100644
index 00000000..81e56dbe
--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/WorldVertexTransition.vsh
@@ -0,0 +1,48 @@
+vs.1.1
+
+# DYNAMIC: "DOWATERFOG" "0..1"
+
+#include "macros.vsh"
+
+local( $worldPos, $worldNormal, $projPos, $reflectionVector );
+
+&AllocateRegister( \$projPos );
+
+dp4 $projPos.x, $vPos, $cModelViewProj0
+dp4 $projPos.y, $vPos, $cModelViewProj1
+dp4 $projPos.z, $vPos, $cModelViewProj2
+dp4 $projPos.w, $vPos, $cModelViewProj3
+mov oPos, $projPos
+
+&AllocateRegister( \$worldPos );
+
+; garymcthack
+dp4 $worldPos.z, $vPos, $cModel2
+
+&CalcFog( $worldPos, $projPos );
+
+&FreeRegister( \$worldPos );
+&FreeRegister( \$projPos );
+
+;------------------------------------------------------------------------------
+; Texture coordinates
+;------------------------------------------------------------------------------
+; base texcoords
+dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
+dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
+
+dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
+dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
+
+; lightmap texcoords
+mov oT2, $vTexCoord1
+
+; detail
+dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
+dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
+
+; Now the basetexture/basetexture2 blend uses vertex color, so send it into the psh.
+mov oD0, $vColor
+
+&FreeRegister( \$worldPos ); # garymcthack
+