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62 lines
1.6 KiB
62 lines
1.6 KiB
#include "common_fog_vs_fxc.h"
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 );
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const float4 cMacrosTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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float4 vPos : POSITION;
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float4 vColor : COLOR0;
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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float2 baseCoord : TEXCOORD0;
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float2 baseCoord2 : TEXCOORD1;
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float2 lightmapCoord : TEXCOORD2;
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float2 macrosCoord : TEXCOORD3;
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float4 color : COLOR0;
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float3 worldNormal, worldPos;
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float2 texCoord;
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worldPos = mul( v.vPos, cModel[0] );
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float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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o.fogFactorsYZW = CalcFog( worldPos, projPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorsYZW;
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#endif
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o.color = v.vColor;
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o.baseCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
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o.baseCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
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o.baseCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] );
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o.baseCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] );
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o.lightmapCoord = v.vTexCoord1;
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o.macrosCoord.x = dot( v.vTexCoord0, cMacrosTexCoordTransform[0] );
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o.macrosCoord.y = dot( v.vTexCoord0, cMacrosTexCoordTransform[1] );
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return o;
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}
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