// DYNAMIC: "DOWATERFOG" "0..1" #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 ); const float4 cMacrosTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); struct VS_INPUT { // This is all of the stuff that we ever use. float4 vPos : POSITION; float4 vColor : COLOR0; float4 vTexCoord0 : TEXCOORD0; float4 vTexCoord1 : TEXCOORD1; }; struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) float fog : FOG; #endif float2 baseCoord : TEXCOORD0; float2 baseCoord2 : TEXCOORD1; float2 lightmapCoord : TEXCOORD2; float2 macrosCoord : TEXCOORD3; float4 color : COLOR0; float4 fogFactorW : COLOR1; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldNormal, worldPos; float2 texCoord; worldPos = mul( v.vPos, cModel[0] ); float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = projPos; vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif o.color = v.vColor; o.baseCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); o.baseCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); o.baseCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] ); o.baseCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] ); o.lightmapCoord = v.vTexCoord1; o.macrosCoord.x = dot( v.vTexCoord0, cMacrosTexCoordTransform[0] ); o.macrosCoord.y = dot( v.vTexCoord0, cMacrosTexCoordTransform[1] ); return o; }