hl2_src-leak-2017/src/materialsystem/stdshaders/ShatteredGlass_vs20.fxc

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// DYNAMIC: "DOWATERFOG" "0..1"
// STATIC: "ENVMAP_MASK" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
struct VS_INPUT
{
float3 vPos : POSITION;
float4 vNormal : NORMAL;
float2 vBaseTexCoord : TEXCOORD0;
float2 vLightmapTexCoord : TEXCOORD1;
float2 vDetailTexCoord : TEXCOORD2;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
float2 baseTexCoord : TEXCOORD0;
float2 detailTexCoord : TEXCOORD1;
float2 lightmapTexCoord : TEXCOORD2;
float2 envmapMaskTexCoord : TEXCOORD3;
float4 worldPos_projPosZ : TEXCOORD4;
float3 worldNormal : TEXCOORD5;
float4 vertexColor : COLOR;
float4 fogFactorW : COLOR1;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
float4 projPos;
projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
o.projPos = projPos;
projPos.z = dot( float4( v.vPos, 1 ), cModelViewProjZ );
o.worldPos_projPosZ.w = projPos.z;
o.worldPos_projPosZ.xyz = mul( float4( v.vPos, 1 ), cModel[0] );
o.worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
o.detailTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w;
o.detailTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w;
o.envmapMaskTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w;
o.envmapMaskTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w;
o.lightmapTexCoord = v.vLightmapTexCoord;
o.fogFactorW = CalcFog( o.worldPos_projPosZ.xyz, projPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
o.vertexColor = cModulationColor;
return o;
}