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73 lines
2.1 KiB
73 lines
2.1 KiB
// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
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// DYNAMIC: "DOWATERFOG" "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 int g_FogType = DOWATERFOG; |
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 ); |
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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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// make these float2's and stick the [n n 0 1] in the dot math. |
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float4 vTexCoord0 : TEXCOORD0; |
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}; |
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struct VS_OUTPUT |
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{ |
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float4 projPos : POSITION; // Projection-space position |
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#if !defined( _X360 ) |
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float fog : FOG; |
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#endif |
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate |
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HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate |
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha |
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float4 vColor : COLOR0; |
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float4 fogFactorW : COLOR1; |
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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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float4 vPosition = v.vPos; |
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// Perform skinning |
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float3 worldNormal, worldPos; |
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SkinPosition( |
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g_bSkinning, |
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vPosition, |
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v.vBoneWeights, v.vBoneIndices, |
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worldPos ); |
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// Transform into projection space |
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.projPos = vProjPos; |
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); |
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o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType ); |
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#if !defined( _X360 ) |
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o.fog = o.fogFactorW.w; |
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#endif |
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// Needed for water fog alpha; |
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// FIXME: we shouldn't have to compute this all thie time. |
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); |
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// Base texture coordinates |
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o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); |
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o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); |
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// Base texture coordinates |
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o.baseTexCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] ); |
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o.baseTexCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] ); |
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o.vColor = cModulationColor; |
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return o; |
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}
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