sqwarmed/sdk_src/materialsystem/stdshaders/common_spritecard_fxc.h

76 lines
1.4 KiB
C

#ifdef PIXELSHADER
#define VS_OUTPUT PS_INPUT
#endif
#ifndef ADDBASETEXTURE2
#error "missing define"
#endif
#ifndef EXTRACTGREENALPHA
#error "missing define"
#endif
#ifndef ANIMBLEND
#error "missing define"
#endif
#ifndef MAXLUMFRAMEBLEND1
#error "missing define"
#endif
#ifndef DUALSEQUENCE
#error "missing define"
#endif
#ifndef PACKED_INTERPOLATOR
#error "missing define"
#endif
#define HAS_BLENDFACTOR0 ( ANIMBLEND || MAXLUMFRAMEBLEND1 || EXTRACTGREENALPHA || DUALSEQUENCE )
struct VS_OUTPUT
{
#ifndef PIXELSHADER
float4 projPos : POSITION;
#endif
float4 texCoord0_1 : TEXCOORD0;
#if ( PACKED_INTERPOLATOR == 0 )
// in packed-interpolator case, texCoord0_1.zw store argbcolor.ra
float4 argbcolor : COLOR;
#endif
#if HAS_BLENDFACTOR0
float4 blendfactor0 : TEXCOORD1;
#endif
#if ADDBASETEXTURE2
float2 texCoord2 : TEXCOORD2;
#endif
#if EXTRACTGREENALPHA
float4 blendfactor1 : TEXCOORD3;
#endif
#if DUALSEQUENCE
float4 vSeq2TexCoord0_1 : TEXCOORD4;
#else
float4 vecOutlineTint : TEXCOORD4;
#endif
#if DEPTHBLEND
#if defined( REVERSE_DEPTH_ON_X360 )
float4 vScreenPos_ReverseZ : TEXCOORD5;
#else
float4 vScreenPos : TEXCOORD7;
#endif
#endif
#ifndef PIXELSHADER
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
#endif
};