hl2_src-leak-2017/src/materialsystem/stdshaders/Water_vs20.fxc

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// STATIC: "BASETEXTURE" "0..1"
// STATIC: "MULTITEXTURE" "0..1"
// SKIP: $MULTITEXTURE && $BASETEXTURE
#include "common_vs_fxc.h"
const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vNormal : NORMAL;
float4 vBaseTexCoord : TEXCOORD0;
float2 vLightmapTexCoord : TEXCOORD1;
float2 vLightmapTexCoordOffset : TEXCOORD2;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL0;
};
struct VS_OUTPUT
{
float4 vProjPos_POSITION : POSITION;
#if !defined( _X360 )
float vFog : FOG;
#endif
float2 vBumpTexCoord : TEXCOORD0;
float3 vTangentEyeVect : TEXCOORD1;
float4 vReflectXY_vRefractYX : TEXCOORD2;
float W : TEXCOORD3;
float4 vProjPos : TEXCOORD4;
float screenCoord : TEXCOORD5;
#if MULTITEXTURE
float4 vExtraBumpTexCoord : TEXCOORD6;
#endif
#if BASETEXTURE
HALF4 lightmapTexCoord1And2 : TEXCOORD6;
HALF4 lightmapTexCoord3 : TEXCOORD7;
#endif
float4 fogFactorW : COLOR1;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
// Projected position
float4 vProjPos = mul( v.vPos, cModelViewProj );
o.vProjPos = o.vProjPos_POSITION = vProjPos;
// Project tangent basis
float2 vProjTangentS = mul( v.vTangentS, cViewProj );
float2 vProjTangentT = mul( v.vTangentT, cViewProj );
// Map projected position to the reflection texture
float2 vReflectPos;
vReflectPos = (vProjPos.xy + vProjPos.w) * 0.5f;
// Map projected position to the refraction texture
float2 vRefractPos;
vRefractPos.x = vProjPos.x;
vRefractPos.y = -vProjPos.y; // invert Y
vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
// Reflection transform
o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x );
o.W = vProjPos.w;
o.screenCoord = vProjPos.x;
// Compute fog based on the position
float3 vWorldPos = mul( v.vPos, cModel[0] );
o.fogFactorW = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
#if !defined( _X360 )
o.vFog = o.fogFactorW;
#endif
// Eye vector
float3 vWorldEyeVect = cEyePos - vWorldPos;
// Transform to the tangent space
o.vTangentEyeVect.x = dot( vWorldEyeVect, v.vTangentS );
o.vTangentEyeVect.y = dot( vWorldEyeVect, v.vTangentT );
o.vTangentEyeVect.z = dot( vWorldEyeVect, vObjNormal );
// Tranform bump coordinates
o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
float f45x=v.vBaseTexCoord.x+v.vBaseTexCoord.y;
float f45y=v.vBaseTexCoord.y-v.vBaseTexCoord.x;
#if MULTITEXTURE
o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x;
o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y;
o.vExtraBumpTexCoord.z=v.vBaseTexCoord.y*0.45+TexOffsets.z;
o.vExtraBumpTexCoord.w=v.vBaseTexCoord.x*0.45+TexOffsets.w;
#endif
#if BASETEXTURE
o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
// reversed component order
o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
o.lightmapTexCoord3.xy = lightmapTexCoord3;
#endif
return o;
}