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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// STATIC: "BLEND" "0..1"
#include "common_vs_fxc.h"
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vNormal : NORMAL;
float2 vNormalMapCoord : TEXCOORD0;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
float2 normalMapTexCoord : TEXCOORD0;
float3 worldVertToEyeVector : TEXCOORD1;
float3x3 tangentSpaceTranspose : TEXCOORD2;
float4 vRefract_W_ProjZ : TEXCOORD5;
float4 vExtraBumpTexCoord : TEXCOORD6;
float4 fogFactorW : COLOR1;
};
const float4 cNormalMapTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 );
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
float4 projPos;
float3 worldPos;
projPos = mul( v.vPos, cModelViewProj );
o.projPos = projPos;
#if BLEND
// Map projected position to the reflection texture
o.vRefract_W_ProjZ.x = projPos.x;
o.vRefract_W_ProjZ.y = -projPos.y; // invert Y
o.vRefract_W_ProjZ.xy = (o.vRefract_W_ProjZ + projPos.w) * 0.5f;
o.vRefract_W_ProjZ.z = projPos.w;
#endif
o.vRefract_W_ProjZ.w = projPos.z;
worldPos = mul( v.vPos, cModel[0] );
float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
o.tangentSpaceTranspose[0] = worldTangentS;
o.tangentSpaceTranspose[1] = worldTangentT;
o.tangentSpaceTranspose[2] = worldNormal;
float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
o.worldVertToEyeVector = worldVertToEyeVector;
// FIXME: need to add a normalMapTransform to all of the water shaders.
//o.normalMapTexCoord.x = dot( v.vNormalMapCoord, cNormalMapTransform[0] ) + cNormalMapTransform[0].w;
//o.normalMapTexCoord.y = dot( v.vNormalMapCoord, cNormalMapTransform[1] ) + cNormalMapTransform[1].w;
o.normalMapTexCoord = v.vNormalMapCoord;
float f45x=v.vNormalMapCoord.x+v.vNormalMapCoord.y;
float f45y=v.vNormalMapCoord.y-v.vNormalMapCoord.x;
o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x;
o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y;
o.vExtraBumpTexCoord.z=v.vNormalMapCoord.y*0.45+TexOffsets.z;
o.vExtraBumpTexCoord.w=v.vNormalMapCoord.x*0.45+TexOffsets.w;
o.fogFactorW = CalcFog( worldPos, projPos, FOGTYPE_RANGE );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
return o;
}