Files
source-sdk-2013/sp/src/materialsystem/stdshaders/SDK_ShatteredGlass_vs20.fxc
Blixibon af85131deb Mapbase v3.1
- Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode
- Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots
- Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist
- Added OnSoundFinished output to ambient_generic
- Added the ability to use custom models/nuggets with item_grubnugget
- Fixed a crash with citizen medics healing nonexistent targets
- Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance
- Added keyvalue and input to env_microphone for utilizing a different audio channel
- Added "SetPitchScale" input to env_microphone
- Fixed info_player_view_proxy not using angles
- Fixed dirt variant elite model not being recognized as elite
- Made headcrab hints properly register the start of use (for hint outputs)
- Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers
- Added spawnflag for func_breakable_surf to correctly play the break sound
- Added keyvalue for using cheaper warn sound code for combine_mines
- Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider
- Added signal gesture activities
- Fixed stunstick not using metrocop knockout/stun code correctly
- Fixed a possible crash involving a NPC's weapon being removed during alt-fire
- Fixed(?) flashlight shadow filters
- Added support for multiple look entities in trigger_look
- Added npc_metropolice alt-firing
- Fixed npc_metropolice using pistol burst firing on weapon_357
- Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs
- Fixed npc_metropolice not recognizing some crouch activities correctly
- Changed weapon_357 so it runs a tracer each shot from NPCs
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass
- Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code
- Made game_convar_mod much more reliable
- Fixed non-mirrored npc_turret_lab refusing to die
- Made npc_turret_lab use SMG1 ammo instead of AR2 ammo
- Fixed block LOS brushes sometimes not working with players (and possibly similar issues)
- Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form
- Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps
- Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research
- Other misc. fixes
2020-05-02 02:06:02 +00:00

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// STATIC: "ENVMAP_MASK" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
struct VS_INPUT
{
float3 vPos : POSITION;
float4 vNormal : NORMAL;
float2 vBaseTexCoord : TEXCOORD0;
float2 vLightmapTexCoord : TEXCOORD1;
float2 vDetailTexCoord : TEXCOORD2;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float2 baseTexCoord : TEXCOORD0;
float2 detailTexCoord : TEXCOORD1;
float2 lightmapTexCoord : TEXCOORD2;
float2 envmapMaskTexCoord : TEXCOORD3;
float4 worldPos_projPosZ : TEXCOORD4;
float3 worldNormal : TEXCOORD5;
float4 vertexColor : COLOR;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
float4 projPos;
projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
o.projPos = projPos;
o.worldPos_projPosZ.w = projPos.z;
o.worldPos_projPosZ.xyz = mul( float4( v.vPos, 1 ), cModel[0] );
o.worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
o.detailTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w;
o.detailTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w;
o.envmapMaskTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w;
o.envmapMaskTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w;
o.lightmapTexCoord = v.vLightmapTexCoord;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
o.fog = CalcFixedFunctionFog( o.worldPos_projPosZ.xyz, g_FogType );
#endif
o.vertexColor = cModulationColor;
return o;
}