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59 lines
1.2 KiB
59 lines
1.2 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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struct VS_INPUT |
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{ |
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float4 vPos : 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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}; |
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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 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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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.fogFactorW = CalcFog( worldPos, o.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 each bumped lightmap |
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float2 bumpOffset; |
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bumpOffset = v.vTexCoord2; |
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o.vTexCoord0 = v.vTexCoord0; // bumpmap texcoords |
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o.vTexCoord1 = bumpOffset + v.vTexCoord1; // first lightmap texcoord |
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o.vTexCoord2 = (bumpOffset * 2.0) + v.vTexCoord1; // second lightmap texcoord |
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o.vTexCoord3 = (bumpOffset * 3.0) + v.vTexCoord1; // third lightmpa texcoord |
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return o; |
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} |