//========== 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; }