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40 lines
1020 B
40 lines
1020 B
#include "common_vs_fxc.h" |
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const float4 cLightmapTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); |
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struct VS_INPUT |
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{ |
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float3 vPos : POSITION; |
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float2 vBaseTexCoord : TEXCOORD0; |
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float2 vLightmapTexCoord : TEXCOORD1; |
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}; |
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struct VS_OUTPUT |
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{ |
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float4 projPos : POSITION; |
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float2 baseTexCoord : TEXCOORD0; |
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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 projPos; |
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float3 worldPos; |
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worldPos = mul4x3( float4( v.vPos, 1 ), cModel[0] ); |
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projPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.projPos = projPos; |
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o.baseTexCoord.x = dot( v.vLightmapTexCoord, cLightmapTexCoordTransform[0].xy ) + cLightmapTexCoordTransform[0].w; |
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o.baseTexCoord.y = dot( v.vLightmapTexCoord, cLightmapTexCoordTransform[1].xy ) + cLightmapTexCoordTransform[1].w; |
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#ifdef _PS3 |
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] |
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o.projPos.y = -o.projPos.y; |
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w; |
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#endif // _PS3 |
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return o; |
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}
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