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-rw-r--r--sp/src/materialsystem/stdshaders/cloud_vs20.fxc37
1 files changed, 37 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/cloud_vs20.fxc b/sp/src/materialsystem/stdshaders/cloud_vs20.fxc
new file mode 100644
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--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/cloud_vs20.fxc
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+#include "common_vs_fxc.h"
+
+const float4 g_matBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
+const float4 g_matCloudTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION;
+ float4 vTexCoord0 : TEXCOORD0;
+ float4 vTexCoord1 : TEXCOORD1;
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION;
+ float2 baseCoords : TEXCOORD0;
+ float2 cloudAlphaCoords : TEXCOORD1;
+ float fogFactor : TEXCOORD2;
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o;
+ o.projPos = mul( v.vPos, cModelViewProj );
+
+ // Compute fog based on the position
+ float3 vWorldPos = mul( v.vPos, cModel[0] );
+ o.fogFactor = CalcFog( vWorldPos, o.projPos, FOGTYPE_RANGE );
+
+ // Texture coordinate transforms
+ o.baseCoords.x = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[0] );
+ o.baseCoords.y = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[1] );
+ o.cloudAlphaCoords.x = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[0] );
+ o.cloudAlphaCoords.y = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[1] );
+
+ return o;
+}