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