// DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1" #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; static const bool g_bSkinning = SKINNING ? true : false; struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float3 vNormal : NORMAL; }; struct VS_OUTPUT { float4 vProjPos : POSITION; float4 vDiffuse : 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, worldNormal; SkinPositionAndNormal( g_bSkinning, v.vPos, v.vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal ); o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.fogFactorW = CalcFog( worldPos, o.vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif // stick the normal in the color channel o.vDiffuse.rgb = worldNormal; o.vDiffuse.a = 1.0f; return o; }