#include "common_fog_vs_fxc.h" #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; const float4 cShaderConst0 : register( SHADER_SPECIFIC_CONST_0 ); const float4 cShaderConst1 : register( SHADER_SPECIFIC_CONST_1 ); struct VS_INPUT { float4 vPos : POSITION; float4 vTexCoord0 : TEXCOORD0; float4 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float4 vColor : COLOR0; }; struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float2 vTexCoord3 : TEXCOORD3; float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog float4 vColor : COLOR0; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldPos; worldPos = mul4x3( v.vPos, cModel[0] ); o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.vProjPos.y = -o.vProjPos.y; o.vProjPos.z = 2.0f * o.vProjPos.z - o.vProjPos.w; #endif // _PS3 o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z ); #if !defined( _X360 ) && !defined( _PS3 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); #endif // Compute the texture coordinates given the offset between // each bumped lightmap float2 offset; offset.x = v.vTexCoord2.x; offset.y = 0.0f; o.vTexCoord0.x = dot( v.vTexCoord0, cShaderConst0 ); o.vTexCoord0.y = dot( v.vTexCoord0, cShaderConst1 ); o.vTexCoord1 = offset + v.vTexCoord1.xy; o.vTexCoord2 = (offset * 2.0) + v.vTexCoord1.xy; o.vTexCoord3 = (offset * 3.0) + v.vTexCoord1.xy; o.vColor = v.vColor; return o; }