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52 lines
1.0 KiB
52 lines
1.0 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "VERTEXCOLOR" "0..1" [=0]
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// STATIC: "TRANSFORMVERTS" "0..1" [=0]
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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 vBaseTexCoord : TEXCOORD0;
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#if VERTEXCOLOR
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float4 vColor : COLOR0;
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#endif
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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 baseTexCoord : TEXCOORD0;
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#if VERTEXCOLOR
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float4 vColor : TEXCOORD1;
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#endif
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};
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float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0);
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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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if ( TRANSFORMVERTS )
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o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj );
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else
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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.baseTexCoord = v.vBaseTexCoord;
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#if ( VERTEXCOLOR )
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o.vColor.rgba = v.vColor.rgba;
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#endif
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return o;
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}
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