hl2_src-leak-2017/src/materialsystem/stdshaders/bumpmappedlightmap_vs11.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;
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float2 vTexCoord2 : TEXCOORD2;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float2 vTexCoord2 : TEXCOORD2;
float2 vTexCoord3 : TEXCOORD3;
float4 fogFactorW : COLOR1;
#if !defined( _X360 )
float fog : FOG;
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
worldPos = mul( v.vPos, cModel[0] );
o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.fogFactorW = CalcFog( worldPos, o.vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
// Compute the texture coordinates given the offset between each bumped lightmap
float2 bumpOffset;
bumpOffset = v.vTexCoord2;
o.vTexCoord0 = v.vTexCoord0; // bumpmap texcoords
o.vTexCoord1 = bumpOffset + v.vTexCoord1; // first lightmap texcoord
o.vTexCoord2 = (bumpOffset * 2.0) + v.vTexCoord1; // second lightmap texcoord
o.vTexCoord3 = (bumpOffset * 3.0) + v.vTexCoord1; // third lightmpa texcoord
return o;
}