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66 lines
1.7 KiB
66 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 cTextureJitter[2] : register( SHADER_SPECIFIC_CONST_2 ); |
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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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}; |
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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 texCoord0 : TEXCOORD0; |
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float2 texCoord1 : TEXCOORD1; |
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float2 texCoord2 : TEXCOORD2; |
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float2 texCoord3 : TEXCOORD3; |
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float2 texCoord4 : TEXCOORD4; |
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HALF4 worldPos_projPosZ : TEXCOORD5; |
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float4 shadowColor : 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 projPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.projPos = projPos; |
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projPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); |
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// NOTE: CalcFog returns 1 for non-water fog, so it's ok to use fog |
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// It returns the real fog for range fog, since we do vertex fog |
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o.fogFactorW = CalcFog( worldPos, projPos, 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.shadowColor = v.vColor; |
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o.worldPos_projPosZ = float4( worldPos, projPos.z ); |
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texCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); |
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texCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); |
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o.texCoord0.xy = texCoord; |
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o.texCoord1.xy = texCoord + cTextureJitter[0]; |
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o.texCoord2.xy = texCoord - cTextureJitter[0]; |
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o.texCoord3.xy = texCoord + cTextureJitter[1]; |
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o.texCoord4.xy = texCoord - cTextureJitter[1]; |
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return o; |
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} |
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