hl2_src-leak-2017/src/materialsystem/stdshaders/portal_vs20.fxc

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// STATIC: "HASALPHAMASK" "0..1"
// STATIC: "HASSTATICTEXTURE" "0..1"
// STATIC: "USEALTERNATEVIEW" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "ADDSTATIC" "0..1"
#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
#if ( USEALTERNATEVIEW == 1 )
const float4x4 g_CustomViewProj : register( SHADER_SPECIFIC_CONST_0 );
#endif
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float2 vMappingTexCoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float3 vPortalTexCoord : TEXCOORD0;
# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
float2 vSecondaryTexCoord : TEXCOORD1;
# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
float2 vTertiaryTexCoord : TEXCOORD2;
# endif
# endif
# if !defined( _X360 )
float vFog : FOG;
# endif
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
SkinPosition(
g_bSkinning,
v.vPos,
v.vBoneWeights, v.vBoneIndices,
worldPos );
float4 vTextureProjectedPos;
o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
#if ( USEALTERNATEVIEW == 1 )
vTextureProjectedPos = mul( float4( worldPos, 1 ), g_CustomViewProj );
#else
vTextureProjectedPos = o.vProjPos;
#endif
#if !defined( _X360 )
o.vFog = CalcFog( worldPos, o.vProjPos.xyz, FOGTYPE_RANGE );
#endif
o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z );
//Screen coordinates mapped back to texture coordinates for the portal texture
o.vPortalTexCoord.x = vTextureProjectedPos.x;
o.vPortalTexCoord.y = -vTextureProjectedPos.y; // invert Y
o.vPortalTexCoord.xy = (o.vPortalTexCoord.xy + vTextureProjectedPos.w) * 0.5f;
o.vPortalTexCoord.z = vTextureProjectedPos.w;
#if ( USEALTERNATEVIEW == 1 )
o.vPortalTexCoord.xy = saturate( o.vPortalTexCoord.xy / vTextureProjectedPos.w ) * vTextureProjectedPos.w; //stretch instead of clipping.
#endif
# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
{
o.vSecondaryTexCoord = v.vMappingTexCoord.xy;
# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
o.vTertiaryTexCoord = v.vMappingTexCoord.xy;
# endif
}
# endif
return o;
}