// DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" #include "common_fog_vs_fxc.h" #include "common_vs_fxc.h" struct VS_INPUT { float4 vPos : POSITION; #if (SKINNING == 1) float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; #endif }; struct VS_OUTPUT { float4 vProjPos : POSITION; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; # if (SKINNING == 1) { float3 vWorldPos; SkinPosition( true, v.vPos, v.vBoneWeights, v.vBoneIndices, vWorldPos ); o.vProjPos = mul( float4( vWorldPos, 1 ), cViewProj ); } # else { float3 worldPos; worldPos = mul4x3( v.vPos, cModel[0] ); o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); } # endif #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 return o; }