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// DYNAMIC: "DOWATERFOG" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
const float4 cShaderConst0 : register( SHADER_SPECIFIC_CONST_0 );
const float4 cShaderConst1 : register( SHADER_SPECIFIC_CONST_1 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vTexCoord0 : TEXCOORD0;
float4 vTexCoord1 : TEXCOORD1;
float2 vTexCoord2 : TEXCOORD2;
float4 vColor : COLOR0;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float2 vTexCoord2 : TEXCOORD2;
float2 vTexCoord3 : TEXCOORD3;
float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog
float4 vColor : 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
// Compute the texture coordinates given the offset between
// each bumped lightmap
float2 offset;
offset.x = v.vTexCoord2.x;
offset.y = 0.0f;
o.vTexCoord0.x = dot( v.vTexCoord0, cShaderConst0 );
o.vTexCoord0.y = dot( v.vTexCoord0, cShaderConst1 );
o.vTexCoord1 = offset + v.vTexCoord1.xy;
o.vTexCoord2 = (offset * 2.0) + v.vTexCoord1.xy;
o.vTexCoord3 = (offset * 3.0) + v.vTexCoord1.xy;
o.vColor = v.vColor;
return o;
}
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