hl2_src-leak-2017/src/materialsystem/stdshaders/DebugDrawDepth_vs20.fxc

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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
const float2 cDepthFactor : register( SHADER_SPECIFIC_CONST_0 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 zValue : TEXCOORD0;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos );
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
o.zValue.x = (o.projPos.z - cDepthFactor.y) / cDepthFactor.x;
o.zValue.y = (o.projPos.w - cDepthFactor.y) / cDepthFactor.x;
return o;
}