vs.1.1 ;------------------------------------------------------------------------------ ; Constants specified by the app ; c0 = (0, 1, 2, 0.5) ; c1 = (1/2.2, 3, 255, overbright factor) ; c2 = camera position *in world space* ; c4-c7 = modelViewProj matrix (transpose) ; c8-c11 = ViewProj matrix (transpose) ; c12-c15 = model->view matrix (transpose) ; c16 = [fogStart, fogEnd, fogRange, 1.0/fogRange] ; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform ; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform ;------------------------------------------------------------------------------ #include "SDK_macros.vsh" ;------------------------------------------------------------------------------ ; No vertex blending required. Input vertex data is in screen space ;------------------------------------------------------------------------------ mov oPos.xyz, $vPos.xyz mov oPos.w, $cOne ;------------------------------------------------------------------------------ ; Pass any and all texture coordinates through ;------------------------------------------------------------------------------ mov oT0, $vTexCoord0 add oT1, $SHADER_SPECIFIC_CONST_1, $vTexCoord0
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |