// STATIC: "VERTEXCOLOR" "0..1" // STATIC: "MODEL" "0..1" #include "common_vs_fxc.h" static const bool g_bSkinning = false; static const int g_FogType = 0; #include "unlittwotexture_constants_fxc.h" #include "common_cbuffers_fxc.h" CBUFFER_SKINNING(register(b0)) CBUFFER_PERFRAME(register(b1)) CBUFFER_PERSCENE(register(b2)) /*cbuffer UnlitTwoTexture_CBuffer : register(b3) { UnlitTwoTexture_t c; };*/ #define cBaseTexCoordTransform c.cBaseTextureTransform #define cBaseTexCoordTransform2 c.cBaseTexture2Transform struct VS_INPUT { // This is all of the stuff that we ever use. float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; uint4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL; float4 vColor : COLOR; float3 vSpecular : SPECULAR; // make these float2's and stick the [n n 0 1] in the dot math. float2 vTexCoord0 : TEXCOORD0; // Position and normal/tangent deltas float3 vPosFlex : FLEXDELTA; float3 vNormalFlex : FLEXNORMAL; }; struct VS_OUTPUT { float4 projPos : SV_POSITION; // Projection-space position HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate float4 vertexColor : TEXCOORD1; float3 eyeSpacePos : TEXCOORD2; float3 normals : TEXCOORD3; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float4 vPosition = float4(v.vPos.xyz, 1.0f); // Perform skinning float3 worldNormal, worldPos; worldPos = mul4x3( vPosition, (float4x3)cModel[0] ); worldNormal = mul3x3( v.vNormal.xyz, ( const float3x3 )cModel[0] ); float4x4 viewProj = mul(cViewMatrix, cProjMatrix); // Transform into projection space float4 projPos = mul( float4( worldPos, 1 ), viewProj ); o.projPos = projPos; o.eyeSpacePos = mul(float4(worldPos, 1), cViewMatrix).xyz; // Needed for water fog alpha; // FIXME: we shouldn't have to compute this all thie time. o.worldPos_projPosZ = float4( worldPos.xyz, projPos.z ); // Base texture coordinates o.baseTexCoord = v.vTexCoord0.xy; #if VERTEXCOLOR o.vertexColor = v.vColor; #else o.vertexColor = 1.0f.xxxx; #endif o.normals = v.vNormal.xyz; return o; }