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.
38 lines
1.0 KiB
Plaintext
38 lines
1.0 KiB
Plaintext
#include "common_vs_fxc.h"
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const float4 g_matBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 g_matCloudTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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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 baseCoords : TEXCOORD0;
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float2 cloudAlphaCoords : TEXCOORD1;
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float fogFactor : TEXCOORD2;
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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;
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o.projPos = mul( v.vPos, cModelViewProj );
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// Compute fog based on the position
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float3 vWorldPos = mul( v.vPos, cModel[0] );
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o.fogFactor = CalcFog( vWorldPos, o.projPos, FOGTYPE_RANGE );
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// Texture coordinate transforms
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o.baseCoords.x = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[0] );
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o.baseCoords.y = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[1] );
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o.cloudAlphaCoords.x = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[0] );
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o.cloudAlphaCoords.y = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[1] );
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return o;
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}
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