doom3-bfg/base/renderprogs/bloodorb2_capture.vertex
2012-11-26 12:58:24 -06:00

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global.inc"
uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex0
uniform float4 rpUser1 : register( c129 ); //rpRotateTex0
uniform float4 rpUser2 : register( c130 ); //rpCenterScaleTex1
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
};
struct VS_OUT {
float4 position : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
void main( VS_IN vertex, out VS_OUT result ) {
result.position.x = dot4( vertex.position, rpMVPmatrixX );
result.position.y = dot4( vertex.position, rpMVPmatrixY );
result.position.z = dot4( vertex.position, rpMVPmatrixZ );
result.position.w = dot4( vertex.position, rpMVPmatrixW );
const float4 centerScaleTex0 = rpUser0;
const float4 rotateTex0 = rpUser1;
const float4 centerScaleTex1 = rpUser2;
//center scale and rotate for _accum
float2 tc0 = CenterScale( vertex.texcoord, centerScaleTex0.xy );
result.texcoord0 = Rotate2D( tc0, rotateTex0.xy );
//center scale for mask
result.texcoord1 = CenterScale( vertex.texcoord, centerScaleTex1.xy );
// pass through for currentrender
result.texcoord2 = vertex.texcoord;
}