// DYNAMIC: "DOWATERFOG" "0..1" #include "common_vs_fxc.h" static const int g_FogType = DOWATERFOG; const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cTextureJitter[2] : register( SHADER_SPECIFIC_CONST_2 ); struct VS_INPUT { // This is all of the stuff that we ever use. float4 vPos : POSITION; float4 vColor : COLOR0; float4 vTexCoord0 : TEXCOORD0; }; struct VS_OUTPUT { float4 projPos : POSITION; #if !defined( _X360 ) float fog : FOG; #endif float2 texCoord0 : TEXCOORD0; float2 texCoord1 : TEXCOORD1; float2 texCoord2 : TEXCOORD2; float2 texCoord3 : TEXCOORD3; float2 texCoord4 : TEXCOORD4; HALF4 worldPos_projPosZ : TEXCOORD5; float4 shadowColor : COLOR0; float4 fogFactorW : COLOR1; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldNormal, worldPos; float2 texCoord; worldPos = mul( v.vPos, cModel[0] ); float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = projPos; projPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); // NOTE: CalcFog returns 1 for non-water fog, so it's ok to use fog // It returns the real fog for range fog, since we do vertex fog o.fogFactorW = CalcFog( worldPos, projPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif o.shadowColor = v.vColor; o.worldPos_projPosZ = float4( worldPos, projPos.z ); texCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); texCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); o.texCoord0.xy = texCoord; o.texCoord1.xy = texCoord + cTextureJitter[0]; o.texCoord2.xy = texCoord - cTextureJitter[0]; o.texCoord3.xy = texCoord + cTextureJitter[1]; o.texCoord4.xy = texCoord - cTextureJitter[1]; return o; }