diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/eyeglint_vs20.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/eyeglint_vs20.fxc | 38 |
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 new file mode 100644 index 00000000..cf1ccb9b --- /dev/null +++ b/sp/src/materialsystem/stdshaders/eyeglint_vs20.fxc @@ -0,0 +1,38 @@ +//===== 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; +} + + |