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hl2sdk/materialsystem/stdshaders/screenspaceeffect_vs20.fxc

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2012-07-06 20:35:59 -05:00
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "VERTEXCOLOR" "0..1" [=0]
// STATIC: "TRANSFORMVERTS" "0..1" [=0]
#include "common_vs_fxc.h"
struct VS_INPUT
{
float3 vPos : POSITION;
float2 vBaseTexCoord : TEXCOORD0;
#if VERTEXCOLOR
float4 vColor : COLOR0;
#endif
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 baseTexCoord : TEXCOORD0;
#if VERTEXCOLOR
float4 vColor : TEXCOORD1;
#endif
};
float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0);
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
if ( TRANSFORMVERTS )
o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj );
else
o.projPos = float4( v.vPos, 1.0f );
o.baseTexCoord = v.vBaseTexCoord;
#if ( VERTEXCOLOR )
o.vColor.rgba = v.vColor.rgba;
#endif
return o;
}