38 lines
1.0 KiB
Plaintext
38 lines
1.0 KiB
Plaintext
#include "common_vs_fxc.h"
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const float4 g_matBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 g_matCloudTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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float2 baseCoords : TEXCOORD0;
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float2 cloudAlphaCoords : TEXCOORD1;
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float fogFactor : TEXCOORD2;
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o;
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o.projPos = mul( v.vPos, cModelViewProj );
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// Compute fog based on the position
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float3 vWorldPos = mul( v.vPos, cModel[0] );
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o.fogFactor = CalcFog( vWorldPos, o.projPos, FOGTYPE_RANGE );
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// Texture coordinate transforms
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o.baseCoords.x = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[0] );
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o.baseCoords.y = dot( v.vTexCoord0.xyzw, g_matBaseTexCoordTransform[1] );
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o.cloudAlphaCoords.x = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[0] );
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o.cloudAlphaCoords.y = dot( v.vTexCoord1.xyzw, g_matCloudTexCoordTransform[1] );
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return o;
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}
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