diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/sprite_vs20.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/sprite_vs20.fxc | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/sprite_vs20.fxc b/sp/src/materialsystem/stdshaders/sprite_vs20.fxc new file mode 100644 index 00000000..5e427c19 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/sprite_vs20.fxc @@ -0,0 +1,65 @@ +// STATIC: "VERTEXCOLOR" "0..1" +// STATIC: "SRGB" "0..1" +// DYNAMIC: "DOWATERFOG" "0..1" + +#include "common_vs_fxc.h" + +static const int g_FogType = DOWATERFOG; +static const bool g_bVertexColor = VERTEXCOLOR ? true : false; + +struct VS_INPUT +{ + // This is all of the stuff that we ever use. + float4 vPos : POSITION; + float4 vColor : COLOR0; + // make these float2's and stick the [n n 0 1] in the dot math. + float4 vTexCoord0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 projPos : POSITION; // Projection-space position +#if !defined( _X360 ) + float fog : FOG; +#endif + HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate + float4 color : TEXCOORD2; // Vertex color (from lighting or unlit) + + float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog +}; + + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float3 worldPos; + worldPos = mul4x3( v.vPos, cModel[0] ); + + // Transform into projection space + float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); + o.projPos = projPos; + projPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); + + o.worldPos_projPosZ = float4( worldPos.xyz, projPos.z ); + +#if !defined( _X360 ) + o.fog = CalcFog( worldPos, projPos, g_FogType ); +#endif + if ( g_bVertexColor ) + { + // Assume that this is unlitgeneric if you are using vertex color. +#if SRGB + o.color.rgba = GammaToLinear( v.vColor.rgba ); +#else + o.color.rgba = v.vColor.rgba; +#endif + } + + // Base texture coordinates + o.baseTexCoord.xy = v.vTexCoord0.xy; + + return o; +} + + |