#include "common_fog_vs_fxc.h" #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; struct VS_INPUT { float4 vPos : POSITION; float4 vTexCoord0 : TEXCOORD0; float4 colorAlpha : COLOR; // Used only for vertex alpha currently. }; struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif float2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 worldPos_projPosZ : TEXCOORD1; // Necessary for water fog dest alpha float flAlpha : TEXCOORD2; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float4 projPos; float3 worldPos; // Need to use SkinPosition() to guarantee consistency with other shaders on X360. // The function uses [isolate] properly and simply does a mul4x3 if skinning is set to 'false'. SkinPosition( false, float4( v.vPos.xyz, 1 ), 0, 0, worldPos ); projPos = mul( float4( worldPos, 1 ), cViewProj ); #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] projPos.y = -projPos.y; projPos.z = 2.0f * projPos.z - projPos.w; #endif // _PS3 o.projPos = projPos; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); #endif o.worldPos_projPosZ = float4( worldPos, projPos.z ); o.baseTexCoord.xy = v.vTexCoord0.xy; o.flAlpha = v.colorAlpha.a; return o; }