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-rw-r--r--materialsystem/stdshaders/WaterCheap_vs20.fxc84
1 files changed, 84 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/WaterCheap_vs20.fxc b/materialsystem/stdshaders/WaterCheap_vs20.fxc
new file mode 100644
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+++ b/materialsystem/stdshaders/WaterCheap_vs20.fxc
@@ -0,0 +1,84 @@
+// STATIC: "BLEND" "0..1"
+#include "common_vs_fxc.h"
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION;
+ float4 vNormal : NORMAL;
+ float2 vNormalMapCoord : TEXCOORD0;
+ float3 vTangentS : TANGENT;
+ float3 vTangentT : BINORMAL;
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION;
+#if !defined( _X360 )
+ float fog : FOG;
+#endif
+ float2 normalMapTexCoord : TEXCOORD0;
+ float3 worldVertToEyeVector : TEXCOORD1;
+ float3x3 tangentSpaceTranspose : TEXCOORD2;
+ float4 vRefract_W_ProjZ : TEXCOORD5;
+ float4 vExtraBumpTexCoord : TEXCOORD6;
+ float4 fogFactorW : COLOR1;
+};
+
+const float4 cNormalMapTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
+const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 );
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ float3 vObjNormal;
+ DecompressVertex_Normal( v.vNormal, vObjNormal );
+
+ float4 projPos;
+ float3 worldPos;
+
+ projPos = mul( v.vPos, cModelViewProj );
+ o.projPos = projPos;
+
+#if BLEND
+ // Map projected position to the reflection texture
+ o.vRefract_W_ProjZ.x = projPos.x;
+ o.vRefract_W_ProjZ.y = -projPos.y; // invert Y
+ o.vRefract_W_ProjZ.xy = (o.vRefract_W_ProjZ + projPos.w) * 0.5f;
+ o.vRefract_W_ProjZ.z = projPos.w;
+#endif
+
+ o.vRefract_W_ProjZ.w = projPos.z;
+
+ worldPos = mul( v.vPos, cModel[0] );
+
+ float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
+ float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
+ float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
+ o.tangentSpaceTranspose[0] = worldTangentS;
+ o.tangentSpaceTranspose[1] = worldTangentT;
+ o.tangentSpaceTranspose[2] = worldNormal;
+
+ float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
+ o.worldVertToEyeVector = worldVertToEyeVector;
+
+ // FIXME: need to add a normalMapTransform to all of the water shaders.
+ //o.normalMapTexCoord.x = dot( v.vNormalMapCoord, cNormalMapTransform[0] ) + cNormalMapTransform[0].w;
+ //o.normalMapTexCoord.y = dot( v.vNormalMapCoord, cNormalMapTransform[1] ) + cNormalMapTransform[1].w;
+ o.normalMapTexCoord = v.vNormalMapCoord;
+
+ float f45x=v.vNormalMapCoord.x+v.vNormalMapCoord.y;
+ float f45y=v.vNormalMapCoord.y-v.vNormalMapCoord.x;
+ o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x;
+ o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y;
+ o.vExtraBumpTexCoord.z=v.vNormalMapCoord.y*0.45+TexOffsets.z;
+ o.vExtraBumpTexCoord.w=v.vNormalMapCoord.x*0.45+TexOffsets.w;
+
+ o.fogFactorW = CalcFog( worldPos, projPos, FOGTYPE_RANGE );
+#if !defined( _X360 )
+ o.fog = o.fogFactorW;
+#endif
+ return o;
+}
+
+