source-sdk-2013-mapbase/sp/src/materialsystem/stdshaders/lightmappedgeneric_decal_vs20.fxc
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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// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
const float4 cShaderConst0 : register( SHADER_SPECIFIC_CONST_0 );
const float4 cShaderConst1 : register( SHADER_SPECIFIC_CONST_1 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vTexCoord0 : TEXCOORD0;
float4 vTexCoord1 : TEXCOORD1;
float2 vTexCoord2 : TEXCOORD2;
float4 vColor : COLOR0;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float2 vTexCoord2 : TEXCOORD2;
float2 vTexCoord3 : TEXCOORD3;
float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
float4 vColor : COLOR0;
float4 fogFactorW : COLOR1;
#if !defined( _X360 )
float fog : FOG;
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
worldPos = mul( v.vPos, cModel[0] );
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.vProjPos = vProjPos;
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
// Compute the texture coordinates given the offset between
// each bumped lightmap
float2 offset;
offset.x = v.vTexCoord2.x;
offset.y = 0.0f;
o.vTexCoord0.x = dot( v.vTexCoord0, cShaderConst0 );
o.vTexCoord0.y = dot( v.vTexCoord0, cShaderConst1 );
o.vTexCoord1 = offset + v.vTexCoord1.xy;
o.vTexCoord2 = (offset * 2.0) + v.vTexCoord1.xy;
o.vTexCoord3 = (offset * 3.0) + v.vTexCoord1.xy;
o.vColor = v.vColor;
return o;
}