mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
57 lines
2.4 KiB
Text
57 lines
2.4 KiB
Text
/*
|
|
===========================================================================
|
|
|
|
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"
|
|
|
|
struct VS_IN {
|
|
float4 position : POSITION;
|
|
float2 texcoord : TEXCOORD0;
|
|
float4 normal : NORMAL;
|
|
float4 tangent : TANGENT;
|
|
float4 color : COLOR0;
|
|
};
|
|
|
|
struct VS_OUT {
|
|
float4 position : POSITION;
|
|
float3 texcoord0 : TEXCOORD0;
|
|
float4 color : COLOR0;
|
|
};
|
|
|
|
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 );
|
|
|
|
float3 t0 = vertex.position.xyz - rpLocalViewOrigin.xyz;
|
|
result.texcoord0.x = dot3( t0, rpWobbleSkyX );
|
|
result.texcoord0.y = dot3( t0, rpWobbleSkyY );
|
|
result.texcoord0.z = dot3( t0, rpWobbleSkyZ );
|
|
|
|
result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
|
|
}
|