// DYNAMIC: "DOWATERFOG" "0..1" #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; struct VS_INPUT { float4 vPos : POSITION; float2 vTexCoord1 : TEXCOORD1; }; struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; 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; worldPos = mul4x3( v.vPos, cModel[0] ); o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.fogFactorW = CalcFog( worldPos, o.vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif // YUCK! This is to make texcoords continuous for mat_softwaretl o.vTexCoord0 = 0.0f; o.vTexCoord1 = v.vTexCoord1; o.vDiffuse = 1.0f; return o; }