67 lines
2.3 KiB
Plaintext
67 lines
2.3 KiB
Plaintext
#include "common_fog_vs_fxc.h"
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// STATIC: "ENVMAP_MASK" "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_UseSeparateEnvmapMask = ENVMAP_MASK;
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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float4 vNormal : NORMAL;
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float2 vBaseTexCoord : TEXCOORD0;
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float2 vLightmapTexCoord : TEXCOORD1;
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float2 vDetailTexCoord : TEXCOORD2;
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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 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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#endif
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float2 baseTexCoord : TEXCOORD0;
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float2 detailTexCoord : TEXCOORD1;
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float2 lightmapTexCoord : TEXCOORD2;
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float2 envmapMaskTexCoord : TEXCOORD3;
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float4 worldPos_projPosZ : TEXCOORD4;
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float3 worldNormal : TEXCOORD5;
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float4 vertexColor : COLOR;
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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 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float4 projPos;
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projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
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o.projPos = projPos;
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o.worldPos_projPosZ.w = projPos.z;
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o.worldPos_projPosZ.xyz = mul( float4( v.vPos, 1 ), cModel[0] );
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o.worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
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o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
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o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
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o.detailTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w;
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o.detailTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w;
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o.envmapMaskTexCoord.x = dot( v.vDetailTexCoord, cDetailTexCoordTransform[0] ) + cDetailTexCoordTransform[0].w;
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o.envmapMaskTexCoord.y = dot( v.vDetailTexCoord, cDetailTexCoordTransform[1] ) + cDetailTexCoordTransform[1].w;
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o.lightmapTexCoord = v.vLightmapTexCoord;
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( o.worldPos_projPosZ.xyz, g_FogType );
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#endif
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o.vertexColor = cModulationColor;
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return o;
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}
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