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73 lines
1.8 KiB
Plaintext
73 lines
1.8 KiB
Plaintext
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_vs_fxc.h"
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#include "common_cbuffers_fxc.h"
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#include "modulate_constants_fxc.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_bSkinning = SKINNING ? true : false;
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CBUFFER_SKINNING(register(b0))
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CBUFFER_PERFRAME(register(b1))
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CBUFFER_PERSCENE(register(b2))
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cbuffer Modulate_CBuffer : register(b3)
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{
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Modulate_t c;
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};
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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uint4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float4 vColor : COLOR;
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float4 vTexCoord0 : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : SV_POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float4 vColor : COLOR0;
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float4 worldPos_projPosZ : TEXCOORD1; // Necessary for pixel fog
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float3 eyeSpacePos : COLOR1;
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float3 worldPos;
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float3 worldNormal;
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//------------------------------------------------------------------------------
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// Vertex blending
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//------------------------------------------------------------------------------
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SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, cModel, worldPos );
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float4x4 viewProj = mul( cViewMatrix, cProjMatrix );
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o.vProjPos = mul( float4( worldPos, 1 ), viewProj );
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o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z );
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o.eyeSpacePos = mul(float4(worldPos, 1), cViewMatrix).xyz;
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//------------------------------------------------------------------------------
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// Texture coord transforms
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//------------------------------------------------------------------------------
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o.vTexCoord0 = mul( v.vTexCoord0, (float2x4)c.cBaseTextureTransform );
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o.vColor = c.cModulationColor;
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return o;
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}
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