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91 lines
2.5 KiB
91 lines
2.5 KiB
// STATIC: "VERTEXCOLOR" "0..1" |
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// 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 int g_FogType = DOWATERFOG; |
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static const bool g_bSkinning = SKINNING ? true : false; |
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const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4 cMaskTextureTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); |
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const float4 cDetailTextureTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); |
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const float4 g_vVertexColor : register( SHADER_SPECIFIC_CONST_6 ); |
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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 vNormal : NORMAL; |
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#if VERTEXCOLOR |
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float4 vColor : COLOR0; |
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#endif |
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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 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 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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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel 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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float3 worldNormal; |
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//------------------------------------------------------------------------------ |
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// Vertex blending |
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//------------------------------------------------------------------------------ |
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SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); |
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.vProjPos = vProjPos; |
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vProjPos = dot( float4( worldPos, 1 ), cViewProjZ ); |
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); |
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//------------------------------------------------------------------------------ |
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// Fog |
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//------------------------------------------------------------------------------ |
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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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//------------------------------------------------------------------------------ |
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// Texture coord transforms |
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//------------------------------------------------------------------------------ |
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o.vTexCoord0 = mul( v.vTexCoord0, (float2x4)cBaseTextureTransform ); |
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o.vTexCoord3 = mul( v.vTexCoord0, (float2x4)cDetailTextureTransform ); |
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o.vColor = cModulationColor; |
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#if VERTEXCOLOR |
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// 0 or 1 for g_vVertexColor.x, eliminating a bool |
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o.vColor = lerp( o.vColor, o.vColor * v.vColor, g_vVertexColor.x ); |
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#endif |
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return o; |
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} |
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