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37 lines
1.0 KiB
37 lines
1.0 KiB
#include "common_vs_fxc.h" |
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const float4 g_matBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4 g_matCloudTexCoordTransform[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 vTexCoord0 : TEXCOORD0; |
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float4 vTexCoord1 : 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 baseCoords : TEXCOORD0; |
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float2 cloudAlphaCoords : TEXCOORD1; |
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float fogFactor : TEXCOORD2; |
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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; |
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o.projPos = mul( v.vPos, cModelViewProj ); |
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// Compute fog based on the position |
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float3 vWorldPos = mul( v.vPos, cModel[0] ); |
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o.fogFactor = CalcFog( vWorldPos, o.projPos, FOGTYPE_RANGE ); |
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// Texture coordinate transforms |
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o.baseCoords.x = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[0] ); |
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o.baseCoords.y = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[1] ); |
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o.cloudAlphaCoords.x = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[0] ); |
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o.cloudAlphaCoords.y = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[1] ); |
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return o; |
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}
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