hl2_src-leak-2017/src/materialsystem/stdshaders/bik_vs20.fxc

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// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vTexCoord0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION; // Projection-space position
#if !defined( _X360 )
float fog : FOG;
#endif
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 worldPos_projPosZ : TEXCOORD1; // Necessary for water fog dest alpha
float4 fogFactorW : COLOR1;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 projPos;
float3 worldPos;
projPos = mul( float4( v.vPos.xyz, 1 ), cModelViewProj );
o.projPos = projPos;
worldPos = mul( float4( v.vPos.xyz, 1 ), cModel[0] );
o.fogFactorW.w = CalcFog( worldPos, projPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW.w;
#endif
o.worldPos_projPosZ = float4( worldPos, projPos.z );
o.baseTexCoord.xy = v.vTexCoord0;
return o;
}