//===== 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; }