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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;
}
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