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//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ======
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// STATIC: "CONSTANTBASEDMORPH" "0..1"
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#include "common_vs_fxc.h"
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struct VS_INPUT
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{
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float4 vSrcCoord : TEXCOORD0;
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float vMorphWeightId : TEXCOORD1;
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};
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struct VS_OUTPUT
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{
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float4 vDestCoord : POSITION;
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float2 vSrcCoord : TEXCOORD0;
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float2 vSideSpeedCoord : TEXCOORD1;
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#if CONSTANTBASEDMORPH
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float4 vMorphWeights : TEXCOORD2;
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#else
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float2 vMorphWeightCoord : TEXCOORD2;
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#endif
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};
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#if !CONSTANTBASEDMORPH
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const float4 vMorphWeightSubrect : register( SHADER_SPECIFIC_CONST_0 );
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const float4 vMorphWeightDimensions : register( SHADER_SPECIFIC_CONST_1 );
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#endif
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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// FIXME: Want these to be in pixel centers!
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float2 projSpace = v.vSrcCoord.zw;
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projSpace *= 2.0f;
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projSpace -= 1.0f;
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projSpace.y *= -1.0f;
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o.vDestCoord = float4( projSpace.x, projSpace.y, 0.0f, 1.0f );
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o.vSrcCoord = v.vSrcCoord.xy;
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o.vSideSpeedCoord = v.vSrcCoord.xy;
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#if CONSTANTBASEDMORPH
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o.vMorphWeights = cFlexWeights[ v.vMorphWeightId ];
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#else
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float flColumn = floor( v.vMorphWeightId / vMorphWeightSubrect.w );
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o.vMorphWeightCoord.x = vMorphWeightSubrect.x + flColumn + 0.5f;
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o.vMorphWeightCoord.y = vMorphWeightSubrect.y + v.vMorphWeightId - flColumn * vMorphWeightSubrect.w + 0.5f;
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o.vMorphWeightCoord.xy /= vMorphWeightDimensions.xy;
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#endif
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return o;
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}
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