#include "common_fog_vs_forcevertexfog_fxc.h" #include "common_vs_fxc.h" // DYNAMIC: "SKINNING" "0..1" const float3 g_FogColorPostTonemapLinearSpace : register( SHADER_SPECIFIC_CONST_0 ); struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; }; struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position #if ( HARDWAREFOGBLEND ) float fog : FOG; #else float4 color : TEXCOORD0; #endif }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o; float3 worldPos; SkinPosition( SKINNING, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); // Transform into projection space 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 #if ( HARDWAREFOGBLEND ) { o.fog = CalcFixedFunctionFog( worldPos, DOWATERFOG ); } #else { float flFogFactor = CalcNonFixedFunctionFog( worldPos, false ); // squaring the factor will get the middle range mixing closer to hardware fog o.color.xyz = g_FogColorPostTonemapLinearSpace * flFogFactor * flFogFactor; o.color.a = 1.0f; } #endif return o; }