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64 lines
1.7 KiB
64 lines
1.7 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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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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const float4 cMacrosTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); |
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struct VS_INPUT |
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{ |
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// This is all of the stuff that we ever use. |
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float4 vPos : POSITION; |
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float4 vColor : COLOR0; |
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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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#if !defined( _X360 ) |
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float fog : FOG; |
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#endif |
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float2 baseCoord : TEXCOORD0; |
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float2 baseCoord2 : TEXCOORD1; |
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float2 lightmapCoord : TEXCOORD2; |
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float2 macrosCoord : TEXCOORD3; |
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float4 color : 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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float3 worldNormal, worldPos; |
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float2 texCoord; |
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worldPos = mul( v.vPos, cModel[0] ); |
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.projPos = projPos; |
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); |
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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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o.color = v.vColor; |
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o.baseCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); |
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o.baseCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); |
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o.baseCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] ); |
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o.baseCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] ); |
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o.lightmapCoord = v.vTexCoord1; |
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o.macrosCoord.x = dot( v.vTexCoord0, cMacrosTexCoordTransform[0] ); |
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o.macrosCoord.y = dot( v.vTexCoord0, cMacrosTexCoordTransform[1] ); |
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return o; |
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} |
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