// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "DOWATERFOG" "0..1" // DYNAMIC: "SKINNING" "0..1" #include "common_vs_fxc.h" static const bool g_bSkinning = SKINNING ? true : false; static const int g_FogType = DOWATERFOG; const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 ); struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; // make these float2's and stick the [n n 0 1] in the dot math. float4 vTexCoord0 : TEXCOORD0; }; struct VS_OUTPUT { float4 projPos : POSITION; // Projection-space position #if !defined( _X360 ) float fog : FOG; #endif HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha float4 vColor : COLOR0; float4 fogFactorW : COLOR1; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float4 vPosition = v.vPos; // Perform skinning float3 worldNormal, worldPos; SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, worldPos ); // Transform into projection space float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = vProjPos; vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType ); #if !defined( _X360 ) o.fog = o.fogFactorW.w; #endif // Needed for water fog alpha; // FIXME: we shouldn't have to compute this all thie time. o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); // Base texture coordinates o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); // Base texture coordinates o.baseTexCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] ); o.baseTexCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] ); o.vColor = cModulationColor; return o; }