sqwarmed/sdk_src/materialsystem/stdshaders/ScreenSpaceEffect.vsh

30 lines
1.2 KiB
GLSL

vs.1.1
# DYNAMIC: "DOWATERFOG" "0..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 "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