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55 lines
1.0 KiB
55 lines
1.0 KiB
5 years ago
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// STATIC: "MODEL" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const bool g_bModel = MODEL ? true : false;
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vTexCoord : TEXCOORD0;
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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 vTexCoord1 : TEXCOORD0;
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float2 vTexCoord2 : TEXCOORD1; //just a copy of vTexCoord1, ps11 compatibility issue
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float vFog : FOG;
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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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if( MODEL == 1 )
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{
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SkinPosition(
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g_bSkinning,
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v.vPos,
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v.vBoneWeights, v.vBoneIndices,
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worldPos );
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}
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else
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{
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worldPos = mul( v.vPos.xyz, cModel[0] );
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}
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.vTexCoord1 = v.vTexCoord.xy;
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o.vTexCoord2 = v.vTexCoord.xy;
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o.vFog = CalcFog( worldPos, o.vProjPos.xyz, FOGTYPE_RANGE );
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return o;
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}
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