vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" #include "macros.vsh" local( $worldPos, $worldNormal, $projPos, $reflectionVector ); alloc $projPos dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3 mov oPos, $projPos alloc $worldPos alloc $worldNormal dp4 $worldPos.x, $vPos, $cModel0 dp4 $worldPos.y, $vPos, $cModel1 dp4 $worldPos.z, $vPos, $cModel2 dp3 $worldNormal.x, $vNormal, $cModel0 dp3 $worldNormal.y, $vNormal, $cModel1 dp3 $worldNormal.z, $vNormal, $cModel2 &CalcFog( $worldPos, $projPos ); free $projPos ;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ ; base texcoords alloc $texcoord mul $texcoord.xyz, $worldPos, $SHADER_SPECIFIC_CONST_0 mov oT0.xy, $texcoord.zy; mov oT1.xy, $texcoord.xz; mov oT2.xy, $texcoord.xy; free $texcoord ; lightmap texcoords mov oT3, $vTexCoord1 mul oD0.rgb, $worldNormal, $worldNormal ; Now the basetexture/basetexture2 blend uses vertex color, so send it into the psh. mov oD0.a, $vColor free $worldPos free $worldNormal