e4s-sdk/gamedata/shaders/r2/accum_volume.vs
2026-06-17 23:06:51 +03:00

28 lines
654 B
GLSL

#include "common.h"
struct v2p
{
float4 hpos: POSITION; // Clip-space position (for rasterization)
float4 tc: TEXCOORD0;
#ifdef USE_SJITTER
float4 tcJ: TEXCOORD1;
#endif
};
//////////////////////////////////////////////////////////////////////////////////////////
//uniform float4x4 m_texgen;
uniform float4x4 m_texgen_J;
//////////////////////////////////////////////////////////////////////////////////////////
// Vertex
v2p main ( float4 P: POSITION )
{
v2p O;
O.hpos = mul (m_WVP, P );
O.tc = mul (m_texgen, P );
#ifdef USE_SJITTER
O.tcJ = mul (m_texgen_J, P );
#endif
return O;
}
FXVS;