Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
#include "common_vs_fxc.h"
struct VS_INPUT { float3 vPos : POSITION; float2 vBaseTexCoord : TEXCOORD0; float4 lightColor_InnerCos : TEXCOORD1; float4 lightDir_OuterCos : TEXCOORD2; float3 lightOrigin : TEXCOORD3; float4 attnInfo : TEXCOORD4; float3 col : TEXCOORD5;
};
struct VS_OUTPUT { float4 projPos : POSITION; float2 texCoord : TEXCOORD0; float4 lightColor_InnerCos : TEXCOORD1; float4 lightDir_OuterCos : TEXCOORD2; float3 lightOrigin : TEXCOORD3; float4 attnInfo : TEXCOORD4; float3 SampleXYW : TEXCOORD5; float3 col : TEXCOORD6;
};
float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0);
VS_OUTPUT main( const VS_INPUT v ) {
VS_OUTPUT o;
o.projPos = float4( v.vPos, 1.0f ); //o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj );
float2 vSamplePos; vSamplePos.x = o.projPos.x; vSamplePos.y = -o.projPos.y; // invert Y vSamplePos = (vSamplePos + o.projPos.w) * 0.5f; o.SampleXYW = float3( vSamplePos.x, vSamplePos.y, o.projPos.w );
o.texCoord = v.vBaseTexCoord;
o.lightColor_InnerCos = v.lightColor_InnerCos; o.lightDir_OuterCos = v.lightDir_OuterCos; o.lightOrigin = v.lightOrigin; o.col = v.col; o.attnInfo = v.attnInfo; return o; }
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