Blixibon add157197f Mapbase v5.1
- 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
2020-09-23 05:03:47 +00:00

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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
//
// Purpose:
//
//===========================================================================
// STATIC: "PARALLAXCORRECT" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
struct VS_INPUT
{
float3 vPos : POSITION;
#if PARALLAXCORRECT
float4 vNormal : NORMAL;
#endif
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float3 eyeToVertVector : TEXCOORD0;
float4 vertexColor : COLOR;
#if PARALLAXCORRECT
float3 worldNormal : TEXCOORD1;
#endif
float4 worldPos_projPosZ : TEXCOORD2; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z );
o.eyeToVertVector = worldPos - cEyePos;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
#endif
#if PARALLAXCORRECT
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
o.worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
#endif
o.vertexColor = cModulationColor;
return o;
}