Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

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//===== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Vertex shader to pass through texcoords needed to run the
// procedural glint generation inner loop in the pixel shader
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "common_vs_fxc.h"
struct VS_INPUT
{
float3 vPos : POSITION;
float2 tc : TEXCOORD0; // Interpolated coordinate of current texel in 3x3 quad
float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint in local 3x3 quad
float3 glintColor : TEXCOORD2; // Uniform value of color of glint
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 tc : TEXCOORD0; // Interpolated coordinate of current texel in 3x3 quad
float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint in local 3x3 quad
float3 glintColor : TEXCOORD2; // Uniform value of color of glint
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = float4( v.vPos, 1.0f );
o.tc = v.tc;
o.glintCenter = v.glintCenter;
o.glintColor = v.glintColor;
return o;
}