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cool-source-archive/materialsystem/stdshadersdx11/unlitgeneric_vs40.fxc
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

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// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "MODEL" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = false;
static const int g_FogType = 0;
#include "unlittwotexture_constants_fxc.h"
#include "common_cbuffers_fxc.h"
CBUFFER_SKINNING(register(b0))
CBUFFER_PERFRAME(register(b1))
CBUFFER_PERSCENE(register(b2))
/*cbuffer UnlitTwoTexture_CBuffer : register(b3)
{
UnlitTwoTexture_t c;
};*/
#define cBaseTexCoordTransform c.cBaseTextureTransform
#define cBaseTexCoordTransform2 c.cBaseTexture2Transform
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
uint4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
float4 vColor : COLOR;
float3 vSpecular : SPECULAR;
// make these float2's and stick the [n n 0 1] in the dot math.
float2 vTexCoord0 : TEXCOORD0;
// Position and normal/tangent deltas
float3 vPosFlex : FLEXDELTA;
float3 vNormalFlex : FLEXNORMAL;
};
struct VS_OUTPUT
{
float4 projPos : SV_POSITION; // Projection-space position
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
float4 vertexColor : TEXCOORD1;
float3 eyeSpacePos : TEXCOORD2;
float3 normals : TEXCOORD3;
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = float4(v.vPos.xyz, 1.0f);
// Perform skinning
float3 worldNormal, worldPos;
worldPos = mul4x3( vPosition, (float4x3)cModel[0] );
worldNormal = mul3x3( v.vNormal.xyz, ( const float3x3 )cModel[0] );
float4x4 viewProj = mul(cViewMatrix, cProjMatrix);
// Transform into projection space
float4 projPos = mul( float4( worldPos, 1 ), viewProj );
o.projPos = projPos;
o.eyeSpacePos = mul(float4(worldPos, 1), cViewMatrix).xyz;
// Needed for water fog alpha;
// FIXME: we shouldn't have to compute this all thie time.
o.worldPos_projPosZ = float4( worldPos.xyz, projPos.z );
// Base texture coordinates
o.baseTexCoord = v.vTexCoord0.xy;
#if VERTEXCOLOR
o.vertexColor = v.vColor;
#else
o.vertexColor = 1.0f.xxxx;
#endif
o.normals = v.vNormal.xyz;
return o;
}