// DYNAMIC: "DOWATERFOG" "0..1" #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; struct VS_INPUT { float4 vPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; }; struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float2 vTexCoord3 : TEXCOORD3; float4 fogFactorW : COLOR1; #if !defined( _X360 ) float fog : FOG; #endif }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldPos; worldPos = mul( v.vPos, cModel[0] ); o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.fogFactorW = CalcFog( worldPos, o.vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif // Compute the texture coordinates given the offset between each bumped lightmap float2 bumpOffset; bumpOffset = v.vTexCoord2; o.vTexCoord0 = v.vTexCoord0; // bumpmap texcoords o.vTexCoord1 = bumpOffset + v.vTexCoord1; // first lightmap texcoord o.vTexCoord2 = (bumpOffset * 2.0) + v.vTexCoord1; // second lightmap texcoord o.vTexCoord3 = (bumpOffset * 3.0) + v.vTexCoord1; // third lightmpa texcoord return o; }