// STATIC: "ONLY_PROJECT_POSITION" "0..1" [XBOX] // STATIC: "ONLY_PROJECT_POSITION" "0..0" [PC] // STATIC: "COLOR_DEPTH" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "MORPHING" "0..1" [vs30] #include "common_vs_fxc.h" static const bool g_bSkinning = SKINNING ? true : false; #ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 ); sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); #endif struct VS_INPUT { float4 vPos : POSITION; float2 vTexCoord : TEXCOORD0; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; // Position delta stream float3 vPosFlex : POSITION1; #ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif }; struct VS_OUTPUT { float4 vProjPos : POSITION; #if (ONLY_PROJECT_POSITION == 0) //360 sometimes runs without the pixel shader component, but has to patch this output if it does. float2 texCoord : TEXCOORD0; #endif #if COLOR_DEPTH float4 vWorldPos_projPosZ : TEXCOORD1; #endif }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 vWorldPos; float4 vPosition = v.vPos; #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( v.vPosFlex, vPosition.xyz ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3(0, 0, 0), vPosition.xyz ); #endif SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPos ); float4 vProjPos = mul( float4( vWorldPos, 1.0f ), cViewProj ); o.vProjPos = vProjPos; #if (ONLY_PROJECT_POSITION == 0) o.texCoord = v.vTexCoord; #endif #if ( COLOR_DEPTH && !ONLY_PROJECT_POSITION ) o.vWorldPos_projPosZ.z = vProjPos.z; o.vWorldPos_projPosZ.w = vProjPos.w; #endif return o; }