hl2_src-leak-2017/src/materialsystem/stdshaders/shadow_vs20.fxc

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// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cTextureJitter[2] : register( SHADER_SPECIFIC_CONST_2 );
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vColor : COLOR0;
float4 vTexCoord0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
float2 texCoord3 : TEXCOORD3;
float2 texCoord4 : TEXCOORD4;
HALF4 worldPos_projPosZ : TEXCOORD5;
float4 shadowColor : COLOR0;
float4 fogFactorW : COLOR1;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldNormal, worldPos;
float2 texCoord;
worldPos = mul( v.vPos, cModel[0] );
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
projPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
// NOTE: CalcFog returns 1 for non-water fog, so it's ok to use fog
// It returns the real fog for range fog, since we do vertex fog
o.fogFactorW = CalcFog( worldPos, projPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
o.shadowColor = v.vColor;
o.worldPos_projPosZ = float4( worldPos, projPos.z );
texCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
texCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
o.texCoord0.xy = texCoord;
o.texCoord1.xy = texCoord + cTextureJitter[0];
o.texCoord2.xy = texCoord - cTextureJitter[0];
o.texCoord3.xy = texCoord + cTextureJitter[1];
o.texCoord4.xy = texCoord - cTextureJitter[1];
return o;
}