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// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
struct VS_INPUT
{
float4 vPos : POSITION;
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float4 directionalLightColor : COLOR0;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
float4 directionalLightColor : COLOR0;
float4 fogFactorW : COLOR1;
#if !defined( _X360 )
float fog : FOG;
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
worldPos = mul( v.vPos, cModel[0] );
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.vProjPos = vProjPos;
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
//------------------------------------------------------------------------------
// Setup the tangent space
//------------------------------------------------------------------------------
// Get S crossed with T (call it R)
float3 r = cross( v.vTangentS, v.vTangentT );
// Normalize S (into s)
float3 s = normalize( v.vTangentS );
// Normalize R (into r)
r = normalize( r );
// Regenerate T (into t)
float3 t = cross( r, v.vTangentS );
//------------------------------------------------------------------------------
// Copy texcoords for the normal map and base texture
//------------------------------------------------------------------------------
o.vTexCoord0 = v.vTexCoord0;
o.vTexCoord1 = v.vTexCoord1;
// Pass the dirlight color through
o.directionalLightColor = v.directionalLightColor;
return o;
}
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