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Diffstat (limited to 'sp/src/materialsystem/stdshaders/eyeglint_vs20.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/eyeglint_vs20.fxc38
1 files changed, 38 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/eyeglint_vs20.fxc b/sp/src/materialsystem/stdshaders/eyeglint_vs20.fxc
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+++ b/sp/src/materialsystem/stdshaders/eyeglint_vs20.fxc
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+//===== Copyright � 1996-2007, Valve Corporation, All rights reserved. ======//
+//
+// Vertex shader to pass through texcoords needed to run the
+// procedural glint generation inner loop in the pixel shader
+//
+// $Header: $
+// $NoKeywords: $
+//===========================================================================//
+
+#include "common_vs_fxc.h"
+
+struct VS_INPUT
+{
+ float3 vPos : POSITION;
+ float2 tc : TEXCOORD0; // Interpolated coordinate of current texel in 3x3 quad
+ float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint in local 3x3 quad
+ float3 glintColor : TEXCOORD2; // Uniform value of color of glint
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION;
+ float2 tc : TEXCOORD0; // Interpolated coordinate of current texel in 3x3 quad
+ float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint in local 3x3 quad
+ float3 glintColor : TEXCOORD2; // Uniform value of color of glint
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+ o.projPos = float4( v.vPos, 1.0f );
+ o.tc = v.tc;
+ o.glintCenter = v.glintCenter;
+ o.glintColor = v.glintColor;
+ return o;
+}
+
+