#include "common_fog_vs_fxc.h" //========== Copyright (c) Valve Corporation, All rights reserved. ==========// // // Purpose: // //=========================================================================== #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; struct VS_INPUT { float3 vPos : POSITION; }; struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif float3 eyeToVertVector : TEXCOORD0; float4 vertexColor : COLOR; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldPos = mul4x3( float4( v.vPos, 1 ), cModel[0] ); o.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] o.projPos.y = -o.projPos.y; o.projPos.z = 2.0f * o.projPos.z - o.projPos.w; #endif // _PS3 o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z ); o.eyeToVertVector = worldPos - cEyePos; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); #endif o.vertexColor = cModulationColor; return o; }