Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
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// STATIC: "STAGE" "0..2"
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// Includes
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#include "common_vs_fxc.h"
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// Globals
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//const float g_flTime : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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const float2 g_vConst3 : register( SHADER_SPECIFIC_CONST_3 );
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#define g_flPortalOpenAmount g_vConst3.x
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#define g_flPortalStaticAmount g_vConst3.y
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// Structs
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struct VS_INPUT
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{
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float4 vPos : POSITION; // Position
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float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
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};
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struct VS_OUTPUT
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{
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float4 vProjPosition : POSITION; // Projection-space position
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float2 vUv0 : TEXCOORD0;
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float2 vUv1 : TEXCOORD1;
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#ifndef _X360
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float fog : FOG;
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#endif
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};
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// Main
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VS_OUTPUT main( const VS_INPUT i )
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{
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float kFlPortalOuterBorder = 0.075f; // Must match PS!
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VS_OUTPUT o;
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// Transform the position
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o.vProjPosition.xyzw = mul( i.vPos, cModelViewProj );
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// Portal open time
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float flPortalOpenAmount = saturate( g_flPortalOpenAmount + 0.001f ); // 0.001f to avoid divide by zero
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// Texture coordinates
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float2 vBaseUv;
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vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
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vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
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o.vUv0.xy = ( ( vBaseUv.xy - 0.5f ) / ( flPortalOpenAmount * flPortalOpenAmount ) ) + 0.5f;
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o.vUv1.xy = o.vUv0.xy;
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// Fog
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#ifndef _X360
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{
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float3 vWorldPos = mul( i.vPos, cModel[0] );
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o.fog = CalcFog( vWorldPos.xyz, o.vProjPosition, FOGTYPE_RANGE );
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}
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#endif
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return o;
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}
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