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📄 worldvertextransition_vs20.fxc

📁 hl2 source code. Do not use it illegal.
💻 FXC
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//	STATIC: "FOG_TYPE"				"0..1"

#include "common_vs_fxc.h"

static const int g_FogType			= FOG_TYPE;

const float4 cBaseTexCoordTransform[2]			: register( c90 );
const float4 cBaseTexCoordTransform2[2]			: register( c92 );
const float4 cMacrosTexCoordTransform[2]		: register( c94 );

struct VS_INPUT
{
	// This is all of the stuff that we ever use.
	float4 vPos				: POSITION;
	float4 vColor			: COLOR0;
	float4 vTexCoord0		: TEXCOORD0;
	float4 vTexCoord1		: TEXCOORD1;
};

struct VS_OUTPUT
{
    float4 projPos					: POSITION;	
	float  fog						: FOG;
	float2 baseCoord				: TEXCOORD0;
	float2 baseCoord2				: TEXCOORD1;
	float2 lightmapCoord			: TEXCOORD2;
	float2 macrosCoord				: TEXCOORD3;
	float4 color					: COLOR0;
};

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

	float3 worldNormal, worldPos;
	float2 texCoord;
	worldPos = mul( v.vPos, cModel[0] );
	float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
	o.projPos = projPos;
	o.fog = CalcFog( worldPos, projPos, g_FogType );
	o.color = v.vColor;

	o.baseCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
	o.baseCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );

	o.baseCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] );
	o.baseCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] );

	o.lightmapCoord = v.vTexCoord1;

	o.macrosCoord.x = dot( v.vTexCoord0, cMacrosTexCoordTransform[0] );
	o.macrosCoord.y = dot( v.vTexCoord0, cMacrosTexCoordTransform[1] );

	return o;
}


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