vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" # DYNAMIC: "SKINNING" "0..1" ;------------------------------------------------------------------------------ ; Constants specified by the app ; c0 = (0, 1, 2, 0.5) ; c1 = (1/2.2, 3, 255, overbright factor) ; c2 = camera position *in world space* ; c4-c7 = modelViewProj matrix (transpose) ; c8-c11 = ViewProj matrix (transpose) ; c12-c15 = model->view matrix (transpose) ; c16 = [fogStart, fogEnd, fogRange, 1.0/fogRange] ; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform ; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform ;------------------------------------------------------------------------------ #include "macros.vsh" ;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$worldPos ); &SkinPosition( $worldPos ); ; Transform the position from world to view space dp4 oPos.x, $worldPos, $cViewProj0 dp4 oPos.y, $worldPos, $cViewProj1 dp4 oPos.z, $worldPos, $cViewProj2 dp4 oPos.w, $worldPos, $cViewProj3 &FreeRegister( \$worldPos );