//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "VERTEXCOLOR" "0..1" [=0] // STATIC: "TRANSFORMVERTS" "0..1" [=0] #include "common_vs_fxc.h" struct VS_INPUT { float3 vPos : POSITION; float2 vBaseTexCoord : TEXCOORD0; #if VERTEXCOLOR float4 vColor : COLOR0; #endif }; struct VS_OUTPUT { float4 projPos : POSITION; float2 baseTexCoord : TEXCOORD0; #if VERTEXCOLOR float4 vColor : TEXCOORD1; #endif }; float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0); VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; if ( TRANSFORMVERTS ) o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj ); else 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.baseTexCoord = v.vBaseTexCoord; #if ( VERTEXCOLOR ) o.vColor.rgba = v.vColor.rgba; #endif return o; }