// STATIC: "BASETEXTURE" "0..1" // STATIC: "MULTITEXTURE" "0..1" // SKIP: $MULTITEXTURE && $BASETEXTURE #include "common_vs_fxc.h" const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 ); struct VS_INPUT { float4 vPos : POSITION; float4 vNormal : NORMAL; float4 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; float2 vLightmapTexCoordOffset : TEXCOORD2; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL0; }; struct VS_OUTPUT { float4 vProjPos_POSITION : POSITION; #if !defined( _X360 ) float vFog : FOG; #endif float2 vBumpTexCoord : TEXCOORD0; float3 vTangentEyeVect : TEXCOORD1; float4 vReflectXY_vRefractYX : TEXCOORD2; float W : TEXCOORD3; float4 vProjPos : TEXCOORD4; float screenCoord : TEXCOORD5; #if MULTITEXTURE float4 vExtraBumpTexCoord : TEXCOORD6; #endif #if BASETEXTURE HALF4 lightmapTexCoord1And2 : TEXCOORD6; HALF4 lightmapTexCoord3 : TEXCOORD7; #endif float4 fogFactorW : COLOR1; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal ); // Projected position float4 vProjPos = mul( v.vPos, cModelViewProj ); o.vProjPos = o.vProjPos_POSITION = vProjPos; // Project tangent basis float2 vProjTangentS = mul( v.vTangentS, cViewProj ); float2 vProjTangentT = mul( v.vTangentT, cViewProj ); // Map projected position to the reflection texture float2 vReflectPos; vReflectPos = (vProjPos.xy + vProjPos.w) * 0.5f; // Map projected position to the refraction texture float2 vRefractPos; vRefractPos.x = vProjPos.x; vRefractPos.y = -vProjPos.y; // invert Y vRefractPos = (vRefractPos + vProjPos.w) * 0.5f; // Reflection transform o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x ); o.W = vProjPos.w; o.screenCoord = vProjPos.x; // Compute fog based on the position float3 vWorldPos = mul( v.vPos, cModel[0] ); o.fogFactorW = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE ); #if !defined( _X360 ) o.vFog = o.fogFactorW; #endif // Eye vector float3 vWorldEyeVect = cEyePos - vWorldPos; // Transform to the tangent space o.vTangentEyeVect.x = dot( vWorldEyeVect, v.vTangentS ); o.vTangentEyeVect.y = dot( vWorldEyeVect, v.vTangentT ); o.vTangentEyeVect.z = dot( vWorldEyeVect, vObjNormal ); // Tranform bump coordinates o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); float f45x=v.vBaseTexCoord.x+v.vBaseTexCoord.y; float f45y=v.vBaseTexCoord.y-v.vBaseTexCoord.x; #if MULTITEXTURE o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x; o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y; o.vExtraBumpTexCoord.z=v.vBaseTexCoord.y*0.45+TexOffsets.z; o.vExtraBumpTexCoord.w=v.vBaseTexCoord.x*0.45+TexOffsets.w; #endif #if BASETEXTURE o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset; // reversed component order o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; o.lightmapTexCoord1And2.z = lightmapTexCoord2.y; o.lightmapTexCoord3.xy = lightmapTexCoord3; #endif return o; }