hl2_src-leak-2017/src/materialsystem/stdshaders/WaterCheap_vs20.fxc

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// STATIC: "BLEND" "0..1"
#include "common_vs_fxc.h"
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vNormal : NORMAL;
float2 vNormalMapCoord : TEXCOORD0;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
float2 normalMapTexCoord : TEXCOORD0;
float3 worldVertToEyeVector : TEXCOORD1;
float3x3 tangentSpaceTranspose : TEXCOORD2;
float4 vRefract_W_ProjZ : TEXCOORD5;
float4 vExtraBumpTexCoord : TEXCOORD6;
float4 fogFactorW : COLOR1;
};
const float4 cNormalMapTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 );
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
float4 projPos;
float3 worldPos;
projPos = mul( v.vPos, cModelViewProj );
o.projPos = projPos;
#if BLEND
// Map projected position to the reflection texture
o.vRefract_W_ProjZ.x = projPos.x;
o.vRefract_W_ProjZ.y = -projPos.y; // invert Y
o.vRefract_W_ProjZ.xy = (o.vRefract_W_ProjZ + projPos.w) * 0.5f;
o.vRefract_W_ProjZ.z = projPos.w;
#endif
o.vRefract_W_ProjZ.w = projPos.z;
worldPos = mul( v.vPos, cModel[0] );
float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
o.tangentSpaceTranspose[0] = worldTangentS;
o.tangentSpaceTranspose[1] = worldTangentT;
o.tangentSpaceTranspose[2] = worldNormal;
float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
o.worldVertToEyeVector = worldVertToEyeVector;
// FIXME: need to add a normalMapTransform to all of the water shaders.
//o.normalMapTexCoord.x = dot( v.vNormalMapCoord, cNormalMapTransform[0] ) + cNormalMapTransform[0].w;
//o.normalMapTexCoord.y = dot( v.vNormalMapCoord, cNormalMapTransform[1] ) + cNormalMapTransform[1].w;
o.normalMapTexCoord = v.vNormalMapCoord;
float f45x=v.vNormalMapCoord.x+v.vNormalMapCoord.y;
float f45y=v.vNormalMapCoord.y-v.vNormalMapCoord.x;
o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x;
o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y;
o.vExtraBumpTexCoord.z=v.vNormalMapCoord.y*0.45+TexOffsets.z;
o.vExtraBumpTexCoord.w=v.vNormalMapCoord.x*0.45+TexOffsets.w;
o.fogFactorW = CalcFog( worldPos, projPos, FOGTYPE_RANGE );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
return o;
}