hl2_src-leak-2017/src/materialsystem/stdshaders/WorldVertexTransition_vs20.fxc

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// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 );
const float4 cMacrosTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vColor : COLOR0;
float4 vTexCoord0 : TEXCOORD0;
float4 vTexCoord1 : TEXCOORD1;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
float2 baseCoord : TEXCOORD0;
float2 baseCoord2 : TEXCOORD1;
float2 lightmapCoord : TEXCOORD2;
float2 macrosCoord : TEXCOORD3;
float4 color : COLOR0;
float4 fogFactorW : COLOR1;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldNormal, worldPos;
float2 texCoord;
worldPos = mul( v.vPos, cModel[0] );
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
o.color = v.vColor;
o.baseCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
o.baseCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] );
o.baseCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] );
o.lightmapCoord = v.vTexCoord1;
o.macrosCoord.x = dot( v.vTexCoord0, cMacrosTexCoordTransform[0] );
o.macrosCoord.y = dot( v.vTexCoord0, cMacrosTexCoordTransform[1] );
return o;
}