hl2_src-leak-2017/src/materialsystem/stdshaders/cloud_vs11.vsh

27 lines
651 B
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..0"
#include "macros.vsh"
&AllocateRegister( \$projPos );
dp4 $projPos.x, $vPos, $cModelViewProj0
dp4 $projPos.y, $vPos, $cModelViewProj1
dp4 $projPos.z, $vPos, $cModelViewProj2
dp4 $projPos.w, $vPos, $cModelViewProj3
mov oPos, $projPos
&AllocateRegister( \$worldPos );
; $worldPos unused, for above water, range fog calcs
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
&FreeRegister( \$worldPos );
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
dp4 oT1.x, $vTexCoord1, $SHADER_SPECIFIC_CONST_2
dp4 oT1.y, $vTexCoord1, $SHADER_SPECIFIC_CONST_3