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