// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" #include "common_vs_fxc.h" static const bool g_bSkinning = SKINNING ? true : false; const float2 cDepthFactor : register( SHADER_SPECIFIC_CONST_0 ); struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; }; struct VS_OUTPUT { float4 projPos : POSITION; float2 zValue : TEXCOORD0; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldPos; SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = projPos; o.zValue.x = (o.projPos.z - cDepthFactor.y) / cDepthFactor.x; o.zValue.y = (o.projPos.w - cDepthFactor.y) / cDepthFactor.x; #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.projPos.y = -o.projPos.y; o.projPos.z = 2.0f * o.projPos.z - o.projPos.w; #endif // _PS3 return o; }