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74 lines
1.6 KiB
74 lines
1.6 KiB
5 years ago
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// DYNAMIC: "DOWATERFOG" "0..1"
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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const float4 cShaderConst0 : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cShaderConst1 : register( SHADER_SPECIFIC_CONST_1 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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float2 vTexCoord2 : TEXCOORD2;
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float4 vColor : COLOR0;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float2 vTexCoord2 : TEXCOORD2;
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float2 vTexCoord3 : TEXCOORD3;
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float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
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float4 vColor : COLOR0;
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float4 fogFactorW : COLOR1;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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};
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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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float3 worldPos;
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worldPos = mul( v.vPos, cModel[0] );
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.vProjPos = vProjPos;
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorW;
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#endif
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// Compute the texture coordinates given the offset between
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// each bumped lightmap
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float2 offset;
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offset.x = v.vTexCoord2.x;
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offset.y = 0.0f;
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o.vTexCoord0.x = dot( v.vTexCoord0, cShaderConst0 );
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o.vTexCoord0.y = dot( v.vTexCoord0, cShaderConst1 );
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o.vTexCoord1 = offset + v.vTexCoord1.xy;
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o.vTexCoord2 = (offset * 2.0) + v.vTexCoord1.xy;
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o.vTexCoord3 = (offset * 3.0) + v.vTexCoord1.xy;
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o.vColor = v.vColor;
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return o;
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}
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