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Diffstat (limited to 'sp/src/materialsystem/stdshaders/sprite_vs20.fxc')
-rw-r--r--sp/src/materialsystem/stdshaders/sprite_vs20.fxc65
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
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--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/sprite_vs20.fxc
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+// 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;
+}
+
+