// STATIC: "VERTEXCOLOR" "0..1" // STATIC: "SRGB" "0..1" #include "common_fog_vs_fxc.h" #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; static const bool g_bVertexColor = VERTEXCOLOR ? true : false; struct VS_INPUT { // This is all of the stuff that we ever use. float4 vPos : POSITION; float4 vColor : COLOR0; // make these float2's and stick the [n n 0 1] in the dot math. float4 vTexCoord0 : TEXCOORD0; }; 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 color : TEXCOORD2; // Vertex color (from lighting or unlit) float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldPos; worldPos = mul4x3( v.vPos, cModel[0] ); // Transform into projection space float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = projPos; #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, projPos.z ); #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( worldPos, g_FogType ); #endif if ( g_bVertexColor ) { // Assume that this is unlitgeneric if you are using vertex color. #if SRGB o.color.rgba = GammaToLinear( v.vColor.rgba ); #else o.color.rgba = v.vColor.rgba; #endif } // Base texture coordinates o.baseTexCoord.xy = v.vTexCoord0.xy; return o; }