Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
#include "common_vs_fxc.h"
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_0 ); // SHADER_SPECIFIC_CONST_1 // SHADER_SPECIFIC_CONST_2 // SHADER_SPECIFIC_CONST_3 const float4x4 g_FlashlightWorldToLight : register( SHADER_SPECIFIC_CONST_4 ); // SHADER_SPECIFIC_CONST_5 // SHADER_SPECIFIC_CONST_6 // SHADER_SPECIFIC_CONST_7
//----------------------------------------------------------------------------- // Input vertex format //----------------------------------------------------------------------------- struct VS_INPUT { // This is all of the stuff that we ever use. float4 vPos : POSITION; };
struct VS_OUTPUT { float4 projPos : POSITION; float3 vWorldPos : TEXCOORD0; float4 vProjPos : TEXCOORD1; float4 spotTexCoord : TEXCOORD2; float4 uberLightPos : TEXCOORD3; };
//----------------------------------------------------------------------------- // Main shader entry point //----------------------------------------------------------------------------- VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = (VS_OUTPUT) 0; float4 vPosition = v.vPos;
// Transform to world space float3 worldPos = vPosition;
// Transform into projection space float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = vProjPos; o.vWorldPos.xyz = worldPos;
o.vProjPos = vProjPos;
o.spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); o.uberLightPos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToLight ).yzxw;
return o; }
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