//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // // Vertex shader to pass through texcoords needed to run the // procedural glint generation inner loop in the pixel shader // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "common_vs_fxc.h" struct VS_INPUT { float3 vPos : POSITION; float2 tc : TEXCOORD0; // Interpolated coordinate of current texel in 3x3 quad float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint in local 3x3 quad float3 glintColor : TEXCOORD2; // Uniform value of color of glint }; struct VS_OUTPUT { float4 projPos : POSITION; float2 tc : TEXCOORD0; // Interpolated coordinate of current texel in 3x3 quad float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint in local 3x3 quad float3 glintColor : TEXCOORD2; // Uniform value of color of glint }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; o.projPos = float4( v.vPos, 1.0f ); #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.projPos.y = -o.projPos.y; o.projPos.z = 2.0f * o.projPos.z - o.projPos.w; #endif // _PS3 o.tc = v.tc; o.glintCenter = v.glintCenter; o.glintColor = v.glintColor; return o; }