#include "common_vs_fxc.h" const float4 g_matBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 g_matCloudTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); struct VS_INPUT { float4 vPos : POSITION; float4 vTexCoord0 : TEXCOORD0; float4 vTexCoord1 : TEXCOORD1; }; struct VS_OUTPUT { float4 projPos : POSITION; float2 baseCoords : TEXCOORD0; float2 cloudAlphaCoords : TEXCOORD1; float fogFactor : TEXCOORD2; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o; o.projPos = mul( v.vPos, cModelViewProj ); // Compute fog based on the position float3 vWorldPos = mul( v.vPos, cModel[0] ); o.fogFactor = CalcFog( vWorldPos, o.projPos, FOGTYPE_RANGE ); // Texture coordinate transforms o.baseCoords.x = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[0] ); o.baseCoords.y = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[1] ); o.cloudAlphaCoords.x = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[0] ); o.cloudAlphaCoords.y = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[1] ); return o; }