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// STATIC: "HALFLAMBERT" "0..1" // STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
// DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "DYNAMIC_LIGHT" "0..1" // DYNAMIC: "STATIC_LIGHT" "0..1" // DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo // SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG; static const bool g_bHalfLambert = HALFLAMBERT ? true : false; static const int g_nSkinning = SKINNING; static const bool g_bDynamicLight = DYNAMIC_LIGHT ? true : false; static const bool g_bStaticLight = STATIC_LIGHT ? true : false;
struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL; float3 vSpecular : COLOR1; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; };
struct VS_OUTPUT { float4 vProjPos : POSITION; float3 vColor0 : COLOR0; float4 fogFactorW : COLOR1;
#if !defined( _X360 ) float fog : FOG; #endif };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal );
float3 worldPos, worldNormal; SkinPositionAndNormal( g_bSkinning, v.vPos, vObjNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.fogFactorW = CalcFog( worldPos, o.vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif
// Compute vertex lighting #if ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) o.vColor0 = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), g_bStaticLight, g_bDynamicLight, g_bHalfLambert ); #else o.vColor0 = DoLightingUnrolled( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), g_bStaticLight, g_bDynamicLight, g_bHalfLambert, NUM_LIGHTS ); #endif
return o; }
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