OpenAssetTools/raw/iw4/techniques/distortion_scale.tech.template

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#switch UV_ANIM
#switch ZFEATHER
#switch DTEX
#ifdef UV_ANIM
#define UV_ANIM_SUFFIX "_ua"
#else
#define UV_ANIM_SUFFIX ""
#endif
#ifdef ZFEATHER
#define ZFEATHER_SUFFIX "_zfeather"
#else
#define ZFEATHER_SUFFIX ""
#endif
#ifdef DTEX
#define DTEX_SUFFIX "_dtex"
#else
#define DTEX_SUFFIX ""
#endif
#filename "distortion_scale" + UV_ANIM_SUFFIX + ZFEATHER_SUFFIX + DTEX_SUFFIX + ".tech"
#set VERTEX_SHADER "\"" + "distortion_scale" + UV_ANIM_SUFFIX + ZFEATHER_SUFFIX + DTEX_SUFFIX + ".hlsl" + "\""
#set PIXEL_SHADER "\"" + "distortion" + ZFEATHER_SUFFIX + ".hlsl" + "\""
{
stateMap "default";
vertexShader 3.0 VERTEX_SHADER
{
worldViewProjectionMatrix = constant.transposeWorldViewProjectionMatrix;
#ifdef UV_ANIM
uvAnimParms = material.uvAnimParms;
#endif
distortionScale = material.distortionScale;
}
pixelShader 3.0 PIXEL_SHADER
{
normalMapSampler = material.colorMap;
colorMapSampler = sampler.resolvedPostSun;
#ifdef ZFEATHER
floatZSampler = sampler.floatZ;
#endif
}
vertex.position = code.position;
vertex.color[0] = code.color;
vertex.texcoord[0] = code.texcoord[0];
vertex.normal = code.normal;
vertex.texcoord[1] = code.tangent;
}