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HL2Overcharged/materialsystem/stdshaders/light_volumetrics_vs20.fxc
2025-05-21 21:20:08 +03:00

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#include "common_vs_fxc.h"
struct VS_INPUT
{
float4 vPos : POSITION;
//float2 vTexCoord0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
//float2 vTexCoord0 : TEXCOORD0;
float4 flashlightSpacePos : TEXCOORD1;
float4 vProjPos : TEXCOORD2;
};
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_0 );
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
float3 worldPos = mul( v.vPos, cModel[0] );
float4 vProjPos = mul( v.vPos, cModelViewProj );
o.projPos = vProjPos;
o.vProjPos = vProjPos;
//vProjPos.z = dot( v.vPos, cModelViewProjZ );
//o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
//o.vTexCoord0 = v.vTexCoord0;
o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
return o;
}