// STATIC: "VERTEXCOLOR" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" // 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; const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cMaskTextureTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); const float4 cDetailTextureTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); const float4 g_vVertexColor : register( SHADER_SPECIFIC_CONST_6 ); struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL; #if VERTEXCOLOR float4 vColor : COLOR0; #endif float4 vTexCoord0 : TEXCOORD0; }; struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vTexCoord0 : TEXCOORD0; float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float2 vTexCoord3 : TEXCOORD3; float4 vColor : COLOR0; float4 fogFactorW : COLOR1; #if !defined( _X360 ) float fog : FOG; #endif float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldPos; float3 worldNormal; //------------------------------------------------------------------------------ // Vertex blending //------------------------------------------------------------------------------ SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.vProjPos = vProjPos; vProjPos = dot( float4( worldPos, 1 ), cViewProjZ ); o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); //------------------------------------------------------------------------------ // Fog //------------------------------------------------------------------------------ o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW; #endif //------------------------------------------------------------------------------ // Texture coord transforms //------------------------------------------------------------------------------ o.vTexCoord0 = mul( v.vTexCoord0, (float2x4)cBaseTextureTransform ); o.vTexCoord3 = mul( v.vTexCoord0, (float2x4)cDetailTextureTransform ); o.vColor = cModulationColor; #if VERTEXCOLOR // 0 or 1 for g_vVertexColor.x, eliminating a bool o.vColor = lerp( o.vColor, o.vColor * v.vColor, g_vVertexColor.x ); #endif return o; }