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54 lines
1.2 KiB
54 lines
1.2 KiB
#include "common_fog_vs_fxc.h"
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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//
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// Purpose:
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//
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//===========================================================================
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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struct VS_INPUT
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{
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float3 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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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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#endif
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float3 eyeToVertVector : TEXCOORD0;
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float4 vertexColor : COLOR;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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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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float3 worldPos = mul4x3( float4( v.vPos, 1 ), cModel[0] );
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o.projPos = mul( float4( worldPos, 1 ), cViewProj );
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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.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z );
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o.eyeToVertVector = worldPos - cEyePos;
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
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#endif
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o.vertexColor = cModulationColor;
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return o;
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}
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