You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
73 lines
2.1 KiB
73 lines
2.1 KiB
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
|
|
// DYNAMIC: "DOWATERFOG" "0..1"
|
|
// DYNAMIC: "SKINNING" "0..1"
|
|
|
|
#include "common_vs_fxc.h"
|
|
|
|
static const bool g_bSkinning = SKINNING ? true : false;
|
|
static const int g_FogType = DOWATERFOG;
|
|
|
|
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
|
|
const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 );
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 vPos : POSITION;
|
|
float4 vBoneWeights : BLENDWEIGHT;
|
|
float4 vBoneIndices : BLENDINDICES;
|
|
// 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 )
|
|
float fog : FOG;
|
|
#endif
|
|
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
|
|
HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
|
|
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
|
|
|
|
float4 vColor : COLOR0;
|
|
float4 fogFactorW : COLOR1;
|
|
};
|
|
|
|
VS_OUTPUT main( const VS_INPUT v )
|
|
{
|
|
VS_OUTPUT o = ( VS_OUTPUT )0;
|
|
|
|
float4 vPosition = v.vPos;
|
|
|
|
// Perform skinning
|
|
float3 worldNormal, worldPos;
|
|
SkinPosition(
|
|
g_bSkinning,
|
|
vPosition,
|
|
v.vBoneWeights, v.vBoneIndices,
|
|
worldPos );
|
|
|
|
// Transform into projection space
|
|
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
|
|
o.projPos = vProjPos;
|
|
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
|
|
o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType );
|
|
#if !defined( _X360 )
|
|
o.fog = o.fogFactorW.w;
|
|
#endif
|
|
// Needed for water fog alpha;
|
|
// FIXME: we shouldn't have to compute this all thie time.
|
|
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
|
|
|
|
// Base texture coordinates
|
|
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
|
|
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
|
|
|
|
// Base texture coordinates
|
|
o.baseTexCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] );
|
|
o.baseTexCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] );
|
|
|
|
o.vColor = cModulationColor;
|
|
|
|
return o;
|
|
}
|