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#include "macros.vsh"
sub UnlitTwoTexture
{
local( $vertexcolor ) = shift;
local( $worldPos, $projPos );
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
&SkinPosition( $worldPos );
;------------------------------------------------------------------------------
; Transform the position from world to proj space
;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
&FreeRegister( \$worldPos );
;------------------------------------------------------------------------------
; Texture coordinates (use world-space normal for envmap, tex transform for mask)
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT0.zw, $cZero
}
dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT1.zw, $cZero
}
if( $vertexcolor )
{
; Modulation color
mul oD0, $vColor, $cModulationColor
}
else
{
; Modulation color
mov oD0, $cModulationColor
}
}
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