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📄 watercheap_vs20.fxc

📁 hl2 source code. Do not use it illegal.
💻 FXC
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#include "common_vs_fxc.h"

struct VS_INPUT
{
	float4 vPos							: POSITION;
	float3 vNormal						: NORMAL;
	float2 vNormalMapCoord				: TEXCOORD0;
	float3 vTangentS					: TANGENT;
	float3 vTangentT					: BINORMAL;
};

struct VS_OUTPUT
{
    float4 projPos					: POSITION;	
	float  fog						: FOG;
	float2 normalMapTexCoord		: TEXCOORD0;
	float3 worldVertToEyeVector		: TEXCOORD1;
	float3x3 tangentSpaceTranspose	: TEXCOORD2;
};

const float4 cNormalMapTransform[2]			:  register( c90 );

VS_OUTPUT main( const VS_INPUT v )
{
	VS_OUTPUT o = ( VS_OUTPUT )0;

	float4 projPos;
	float3 worldPos;

	projPos = mul( v.vPos, cModelViewProj );
	o.projPos = projPos;

	worldPos = mul( v.vPos, cModel[0] );

	float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
	float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
	float3 worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] );
	o.tangentSpaceTranspose[0] = worldTangentS;
	o.tangentSpaceTranspose[1] = worldTangentT;
	o.tangentSpaceTranspose[2] = worldNormal;
	float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
	o.worldVertToEyeVector = worldVertToEyeVector;
	// FIXME: need to add a normalMapTransform to all of the water shaders.
	//o.normalMapTexCoord.x = dot( v.vNormalMapCoord, cNormalMapTransform[0] );
	//o.normalMapTexCoord.y = dot( v.vNormalMapCoord, cNormalMapTransform[1] );
	o.normalMapTexCoord = v.vNormalMapCoord;
	o.fog = CalcFog( worldPos, projPos, FOGTYPE_RANGE );
	return o;
}


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