mirror of
https://github.com/alliedmodders/hl2sdk.git
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80 lines
1.9 KiB
Plaintext
80 lines
1.9 KiB
Plaintext
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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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float4 vPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float4 directionalLightColor : COLOR0;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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float4 directionalLightColor : COLOR0;
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float4 fogFactorW : COLOR1;
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#if !defined( _X360 )
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float fog : FOG;
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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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float3 worldPos;
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worldPos = mul( v.vPos, cModel[0] );
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.vProjPos = vProjPos;
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorW;
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#endif
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//------------------------------------------------------------------------------
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// Setup the tangent space
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//------------------------------------------------------------------------------
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// Get S crossed with T (call it R)
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float3 r = cross( v.vTangentS, v.vTangentT );
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// Normalize S (into s)
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float3 s = normalize( v.vTangentS );
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// Normalize R (into r)
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r = normalize( r );
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// Regenerate T (into t)
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float3 t = cross( r, v.vTangentS );
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//------------------------------------------------------------------------------
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// Copy texcoords for the normal map and base texture
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//------------------------------------------------------------------------------
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o.vTexCoord0 = v.vTexCoord0;
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o.vTexCoord1 = v.vTexCoord1;
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// Pass the dirlight color through
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o.directionalLightColor = v.directionalLightColor;
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return o;
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}
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