// 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; float4 directionalLightColor : COLOR0; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; }; struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog float4 directionalLightColor : COLOR0; 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] ); float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.vProjPos = vProjPos; vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif //------------------------------------------------------------------------------ // Setup the tangent space //------------------------------------------------------------------------------ // Get S crossed with T (call it R) float3 r = cross( v.vTangentS, v.vTangentT ); // Normalize S (into s) float3 s = normalize( v.vTangentS ); // Normalize R (into r) r = normalize( r ); // Regenerate T (into t) float3 t = cross( r, v.vTangentS ); //------------------------------------------------------------------------------ // Copy texcoords for the normal map and base texture //------------------------------------------------------------------------------ o.vTexCoord0 = v.vTexCoord0; o.vTexCoord1 = v.vTexCoord1; // Pass the dirlight color through o.directionalLightColor = v.directionalLightColor; return o; }