mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-06-08 03:42:09 +03:00
- Fixed a major oversight in Source 2013 which was causing some code to think all logic entities were worldspawn - Added WIP background nodraw for point_cameras set to not draw skybox at all - Fixed map-specific talker not flushing on restore - Added optional HUD hint to code-based game instructor hints - Added workaround for suspicious crashes in HL2 NPC rappelling code (reported by 1upD) - Made antlions summoned by npc_antlionguard report as dead when removed with the "Kill" input - Fixed math_mod not saving mod value (reported by Klems) - Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps - Updated thirdpartylegalnotices.txt to mention the Squirrel API - Fixed incorrect type checking for script instances in VScript - Added a bunch of new misc. VScript constants - Added a few new base VScript functions - Added a separate "Clientside Script Language" keyvalue to worldspawn for VScript, allowing client scripts to use a different language from server scripts - Fixed worldspawn crashing the game when running entity scripts (reported by krassell) - Fixed manifests creating a second worldspawn, allowing them to function properly in HL2 - Added tons of remapping-related fixes for instances and manifests, including node IDs and overlay remapping - Added a keyvalue to func_instance which allows vector axis lines to be remapped properly - Added support for manifest root path instances in VBSP - Added missing PrintBrushContents() contents to VBSP - Added -nohiddenmaps parameter - Made manifest cordon somewhat functional
62 lines
1.4 KiB
Plaintext
62 lines
1.4 KiB
Plaintext
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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//
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// Purpose:
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//
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//===========================================================================
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// STATIC: "PARALLAXCORRECT" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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#if PARALLAXCORRECT
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float4 vNormal : NORMAL;
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#endif
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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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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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#endif
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float3 eyeToVertVector : TEXCOORD0;
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float4 vertexColor : COLOR;
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#if PARALLAXCORRECT
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float3 worldNormal : TEXCOORD1;
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#endif
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float4 worldPos_projPosZ : TEXCOORD2; // Necessary for pixel fog
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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 = mul( float4( v.vPos, 1 ), cModelViewProj );
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float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
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o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z );
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o.eyeToVertVector = worldPos - cEyePos;
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
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#endif
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#if PARALLAXCORRECT
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float3 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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o.worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
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#endif
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o.vertexColor = cModulationColor;
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return o;
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}
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