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HL2Overcharged/materialsystem/stdshaders/SDK_windowimposter_vs20.fxc
2025-05-21 21:20:08 +03:00

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
//
// Purpose:
//
//===========================================================================
// STATIC: "PARALLAXCORRECT" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
struct VS_INPUT
{
float3 vPos : POSITION;
#if PARALLAXCORRECT
float4 vNormal : NORMAL;
#endif
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float3 eyeToVertVector : TEXCOORD0;
float4 vertexColor : COLOR;
#if PARALLAXCORRECT
float3 worldNormal : TEXCOORD1;
#endif
float4 worldPos_projPosZ : TEXCOORD2; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z );
o.eyeToVertVector = worldPos - cEyePos;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
#endif
#if PARALLAXCORRECT
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
o.worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
#endif
o.vertexColor = cModulationColor;
return o;
}