hl2_src-leak-2017/src/materialsystem/stdshaders/sprite_vs20.fxc

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// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "SRGB" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vColor : COLOR0;
// make these float2's and stick the [n n 0 1] in the dot math.
float4 vTexCoord0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION; // Projection-space position
#if !defined( _X360 )
float fog : FOG;
#endif
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
worldPos = mul4x3( v.vPos, cModel[0] );
// Transform into projection space
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
projPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.worldPos_projPosZ = float4( worldPos.xyz, projPos.z );
#if !defined( _X360 )
o.fog = CalcFog( worldPos, projPos, g_FogType );
#endif
if ( g_bVertexColor )
{
// Assume that this is unlitgeneric if you are using vertex color.
#if SRGB
o.color.rgba = GammaToLinear( v.vColor.rgba );
#else
o.color.rgba = v.vColor.rgba;
#endif
}
// Base texture coordinates
o.baseTexCoord.xy = v.vTexCoord0.xy;
return o;
}