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80 lines
1.9 KiB
80 lines
1.9 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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struct VS_INPUT |
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{ |
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float4 vPos : POSITION; |
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float2 vTexCoord0 : TEXCOORD0; |
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float2 vTexCoord1 : TEXCOORD1; |
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float4 directionalLightColor : COLOR0; |
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float3 vTangentS : TANGENT; |
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float3 vTangentT : BINORMAL; |
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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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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog |
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float4 directionalLightColor : 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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}; |
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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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worldPos = mul( v.vPos, cModel[0] ); |
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.vProjPos = vProjPos; |
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); |
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); |
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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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// Setup the tangent space |
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//------------------------------------------------------------------------------ |
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// Get S crossed with T (call it R) |
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float3 r = cross( v.vTangentS, v.vTangentT ); |
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// Normalize S (into s) |
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float3 s = normalize( v.vTangentS ); |
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// Normalize R (into r) |
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r = normalize( r ); |
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// Regenerate T (into t) |
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float3 t = cross( r, v.vTangentS ); |
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//------------------------------------------------------------------------------ |
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// Copy texcoords for the normal map and base texture |
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//------------------------------------------------------------------------------ |
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o.vTexCoord0 = v.vTexCoord0; |
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o.vTexCoord1 = v.vTexCoord1; |
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// Pass the dirlight color through |
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o.directionalLightColor = v.directionalLightColor; |
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return o; |
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} |