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https://github.com/mapbase-source/source-sdk-2013.git
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7309a5f13f
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.
39 lines
1.1 KiB
Plaintext
39 lines
1.1 KiB
Plaintext
//===== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======//
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//
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// Vertex shader to pass through texcoords needed to run the
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// procedural glint generation inner loop in the pixel shader
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "common_vs_fxc.h"
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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float2 tc : TEXCOORD0; // Interpolated coordinate of current texel in 3x3 quad
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float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint in local 3x3 quad
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float3 glintColor : TEXCOORD2; // Uniform value of color of glint
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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float2 tc : TEXCOORD0; // Interpolated coordinate of current texel in 3x3 quad
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float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint in local 3x3 quad
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float3 glintColor : TEXCOORD2; // Uniform value of color of glint
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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o.projPos = float4( v.vPos, 1.0f );
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o.tc = v.tc;
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o.glintCenter = v.glintCenter;
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o.glintColor = v.glintColor;
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return o;
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}
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