hl2_src-leak-2017/src/materialsystem/stdshaders/cloud_vs20.fxc

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#include "common_vs_fxc.h"
const float4 g_matBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 g_matCloudTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vTexCoord0 : TEXCOORD0;
float4 vTexCoord1 : TEXCOORD1;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 baseCoords : TEXCOORD0;
float2 cloudAlphaCoords : TEXCOORD1;
float fogFactor : TEXCOORD2;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
o.projPos = mul( v.vPos, cModelViewProj );
// Compute fog based on the position
float3 vWorldPos = mul( v.vPos, cModel[0] );
o.fogFactor = CalcFog( vWorldPos, o.projPos, FOGTYPE_RANGE );
// Texture coordinate transforms
o.baseCoords.x = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[0] );
o.baseCoords.y = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[1] );
o.cloudAlphaCoords.x = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[0] );
o.cloudAlphaCoords.y = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[1] );
return o;
}