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hl2sdk/materialsystem/stdshaders/unlitgeneric_lightingonly_vs11.fxc

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2014-03-01 03:08:09 +08:00
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
static const bool g_bSkinning = SKINNING ? true : false;
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float4 vDiffuse : COLOR0;
float4 fogFactorW : COLOR1;
#if !defined( _X360 )
float fog : FOG;
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos );
o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.fogFactorW = CalcFog( worldPos, o.vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
o.vDiffuse = 1.0f;
return o;
}