sqwarmed/sdk_src/materialsystem/stdshaders/writez_vs20.fxc

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// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
#include "common_fog_vs_fxc.h"
#include "common_vs_fxc.h"
struct VS_INPUT
{
float4 vPos : POSITION;
#if (SKINNING == 1)
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
#endif
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
# if (SKINNING == 1)
{
float3 vWorldPos;
SkinPosition( true, v.vPos, v.vBoneWeights, v.vBoneIndices, vWorldPos );
o.vProjPos = mul( float4( vWorldPos, 1 ), cViewProj );
}
# else
{
o.vProjPos = mul( v.vPos, cModelViewProj );
}
# endif
return o;
}