Files
cool-source-archive/materialsystem/stdshadersdx11/modulate_vs40.fxc
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

73 lines
1.8 KiB
Plaintext

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