124 lines
3.4 KiB
Plaintext
124 lines
3.4 KiB
Plaintext
// STATIC: "VERTEXCOLOR" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "TESSELLATION" "0..2" [vs30] [PC]
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// DYNAMIC: "TESSELLATION" "0..0" [XBOX]
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// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
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// SKIP: $TESSELLATION && $VERTEXCOLOR
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#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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static const bool g_bSkinning = SKINNING ? true : false;
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const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cMaskTextureTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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const float4 cDetailTextureTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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#if TESSELLATION
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#include "tessellation_vs_fxc.h"
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const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_9 );
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sampler2D BezierSampler : register( s1 );
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sampler2D DispSampler : register( s2 );
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// VS_INPUT defined in header
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#else // no TESSELLATION
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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#if VERTEXCOLOR
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float4 vColor : COLOR0;
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#endif
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float4 vTexCoord0 : TEXCOORD0;
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};
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#endif
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float2 vTexCoord2 : TEXCOORD2;
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float2 vTexCoord3 : TEXCOORD3;
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float4 vColor : COLOR0;
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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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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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float3 worldNormal;
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float2 vTexCoord0;
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float4 vColor;
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#if TESSELLATION
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{
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float flBiTangentSign;
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float3 worldTangentS, worldTangentT;
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float2 vDetailCoord;
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float flWrinkleWeight;
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vColor = float4(1,1,1,1);
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EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler,
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worldNormal, worldPos, worldTangentS, worldTangentT, flBiTangentSign,
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flWrinkleWeight, vTexCoord0, vDetailCoord );
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}
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#else // no TESSELLATION
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{
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//------------------------------------------------------------------------------
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// Vertex blending
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//------------------------------------------------------------------------------
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SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos );
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vTexCoord0 = v.vTexCoord0;
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#if VERTEXCOLOR
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vColor = v.vColor;
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#endif
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}
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#endif
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z );
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//------------------------------------------------------------------------------
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// Fog
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//------------------------------------------------------------------------------
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
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#endif
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//------------------------------------------------------------------------------
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// Texture coord transforms
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//------------------------------------------------------------------------------
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o.vTexCoord0 = mul( vTexCoord0, (float2x4)cBaseTextureTransform );
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o.vTexCoord3 = mul( vTexCoord0, (float2x4)cDetailTextureTransform );
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o.vColor = cModulationColor;
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#if VERTEXCOLOR
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o.vColor *= v.vColor;
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#endif
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return o;
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}
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