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65 lines
1.5 KiB
65 lines
1.5 KiB
// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "SRGB" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
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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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// make these float2's and stick the [n n 0 1] in the dot math.
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float4 vTexCoord0 : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION; // Projection-space position
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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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 worldPos;
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worldPos = mul4x3( v.vPos, cModel[0] );
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// Transform into projection space
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float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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projPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( worldPos.xyz, projPos.z );
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#if !defined( _X360 )
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o.fog = CalcFog( worldPos, projPos, g_FogType );
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#endif
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if ( g_bVertexColor )
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{
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// Assume that this is unlitgeneric if you are using vertex color.
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#if SRGB
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o.color.rgba = GammaToLinear( v.vColor.rgba );
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#else
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o.color.rgba = v.vColor.rgba;
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#endif
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}
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// Base texture coordinates
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o.baseTexCoord.xy = v.vTexCoord0.xy;
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return o;
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}
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