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.
66 lines
1.5 KiB
Plaintext
66 lines
1.5 KiB
Plaintext
// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "SRGB" "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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static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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float4 vPos : POSITION;
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float4 vColor : COLOR0;
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// make these float2's and stick the [n n 0 1] in the dot math.
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float4 vTexCoord0 : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION; // Projection-space position
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
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float4 worldPos_projPosZ : TEXCOORD7; // 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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float3 worldPos;
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worldPos = mul4x3( v.vPos, cModel[0] );
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// Transform into projection space
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float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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projPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( worldPos.xyz, projPos.z );
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#if !defined( _X360 )
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o.fog = CalcFog( worldPos, projPos, g_FogType );
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#endif
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if ( g_bVertexColor )
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{
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// Assume that this is unlitgeneric if you are using vertex color.
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#if SRGB
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o.color.rgba = GammaToLinear( v.vColor.rgba );
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#else
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o.color.rgba = v.vColor.rgba;
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#endif
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}
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// Base texture coordinates
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o.baseTexCoord.xy = v.vTexCoord0.xy;
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return o;
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}
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