hl2_src-leak-2017/src/materialsystem/stdshaders/portal_refract_vs11.fxc

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//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// STATIC: "STAGE" "0..2"
// Includes
#include "common_vs_fxc.h"
// Globals
//const float g_flTime : register( SHADER_SPECIFIC_CONST_0 );
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
const float2 g_vConst3 : register( SHADER_SPECIFIC_CONST_3 );
#define g_flPortalOpenAmount g_vConst3.x
#define g_flPortalStaticAmount g_vConst3.y
// Structs
struct VS_INPUT
{
float4 vPos : POSITION; // Position
float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
};
struct VS_OUTPUT
{
float4 vProjPosition : POSITION; // Projection-space position
float2 vUv0 : TEXCOORD0;
float2 vUv1 : TEXCOORD1;
#ifndef _X360
float fog : FOG;
#endif
};
// Main
VS_OUTPUT main( const VS_INPUT i )
{
float kFlPortalOuterBorder = 0.075f; // Must match PS!
VS_OUTPUT o;
// Transform the position
o.vProjPosition.xyzw = mul( i.vPos, cModelViewProj );
// Portal open time
float flPortalOpenAmount = saturate( g_flPortalOpenAmount + 0.001f ); // 0.001f to avoid divide by zero
// Texture coordinates
float2 vBaseUv;
vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
o.vUv0.xy = ( ( vBaseUv.xy - 0.5f ) / ( flPortalOpenAmount * flPortalOpenAmount ) ) + 0.5f;
o.vUv1.xy = o.vUv0.xy;
// Fog
#ifndef _X360
{
float3 vWorldPos = mul( i.vPos, cModel[0] );
o.fog = CalcFog( vWorldPos.xyz, o.vProjPosition, FOGTYPE_RANGE );
}
#endif
return o;
}