//========== 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; }