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.
65 lines
1.8 KiB
Plaintext
65 lines
1.8 KiB
Plaintext
#include "common_vs_fxc.h"
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const float4 g_vTextureSizeInfo : register( SHADER_SPECIFIC_CONST_0 );
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const float4 g_mBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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//SHADER_SPECIFIC_CONST_2
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#define TEXEL_XINCR (g_vTextureSizeInfo.x)
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#define TEXEL_YINCR (g_vTextureSizeInfo.y)
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#define U_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.z)
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#define V_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.w)
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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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 )
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// float2 baseTexCoord : TEXCOORD0;
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//#else
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float2 baseTexCoord00 : TEXCOORD0;
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float2 baseTexCoord01 : TEXCOORD1;
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float2 baseTexCoord10 : TEXCOORD2;
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float2 baseTexCoord11 : TEXCOORD3;
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float2 baseTexCoord_In_Pixels: TEXCOORD4;
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//#endif
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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( v.vPos, cModelViewProj );
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float4 vTexCoordInput = { v.vTexCoord0.x, v.vTexCoord0.y, 0.0f, 1.0f };
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float2 vTexCoord;
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vTexCoord.x = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[0] );
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vTexCoord.y = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[1] );
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//#if defined( _X360 )
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// o.baseTexCoord.xy = vTexCoord.xy;
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//#else
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// Compute quantities needed for pixel shader texture lerping
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o.baseTexCoord00.x = vTexCoord.x - TEXEL_XINCR;
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o.baseTexCoord00.y = vTexCoord.y - TEXEL_YINCR;
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o.baseTexCoord10.x = vTexCoord.x + TEXEL_XINCR;
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o.baseTexCoord10.y = vTexCoord.y - TEXEL_YINCR;
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o.baseTexCoord01.x = vTexCoord.x - TEXEL_XINCR;
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o.baseTexCoord01.y = vTexCoord.y + TEXEL_YINCR;
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o.baseTexCoord11.x = vTexCoord.x + TEXEL_XINCR;
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o.baseTexCoord11.y = vTexCoord.y + TEXEL_YINCR;
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o.baseTexCoord_In_Pixels.xy = o.baseTexCoord00.xy;
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o.baseTexCoord_In_Pixels.x *= U_TO_PIXEL_COORD_SCALE;
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o.baseTexCoord_In_Pixels.y *= V_TO_PIXEL_COORD_SCALE;
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//#endif
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return o;
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}
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