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74 lines
1.6 KiB
74 lines
1.6 KiB
// 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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} |