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// DYNAMIC: "DOWATERFOG" "0..1"
//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
struct VS_INPUT
{
float3 vPos : POSITION;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 )
float fog : FOG;
#endif
float3 eyeToVertVector : TEXCOORD0;
float4 vertexColor : COLOR;
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z );
o.eyeToVertVector = worldPos - cEyePos;
#if !defined( _X360 )
o.fog = CalcFog( worldPos, o.projPos, g_FogType );
#endif
o.vertexColor = cModulationColor;
return o;
}
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