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https://github.com/celisej567/cool-source-archive.git
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88 lines
2.2 KiB
Plaintext
88 lines
2.2 KiB
Plaintext
// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "MODEL" "0..1"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = false;
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static const int g_FogType = 0;
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#include "unlittwotexture_constants_fxc.h"
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#include "common_cbuffers_fxc.h"
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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 UnlitTwoTexture_CBuffer : register(b3)
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{
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UnlitTwoTexture_t c;
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};*/
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#define cBaseTexCoordTransform c.cBaseTextureTransform
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#define cBaseTexCoordTransform2 c.cBaseTexture2Transform
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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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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float3 vSpecular : SPECULAR;
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// make these float2's and stick the [n n 0 1] in the dot math.
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float2 vTexCoord0 : TEXCOORD0;
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// Position and normal/tangent deltas
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float3 vPosFlex : FLEXDELTA;
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float3 vNormalFlex : FLEXNORMAL;
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};
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struct VS_OUTPUT
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{
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float4 projPos : SV_POSITION; // Projection-space position
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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float4 vertexColor : TEXCOORD1;
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float3 eyeSpacePos : TEXCOORD2;
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float3 normals : TEXCOORD3;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
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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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float4 vPosition = float4(v.vPos.xyz, 1.0f);
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// Perform skinning
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float3 worldNormal, worldPos;
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worldPos = mul4x3( vPosition, (float4x3)cModel[0] );
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worldNormal = mul3x3( v.vNormal.xyz, ( const float3x3 )cModel[0] );
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float4x4 viewProj = mul(cViewMatrix, cProjMatrix);
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// Transform into projection space
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float4 projPos = mul( float4( worldPos, 1 ), viewProj );
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o.projPos = projPos;
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o.eyeSpacePos = mul(float4(worldPos, 1), cViewMatrix).xyz;
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// Needed for water fog alpha;
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// FIXME: we shouldn't have to compute this all thie time.
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o.worldPos_projPosZ = float4( worldPos.xyz, projPos.z );
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// Base texture coordinates
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o.baseTexCoord = v.vTexCoord0.xy;
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#if VERTEXCOLOR
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o.vertexColor = v.vColor;
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#else
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o.vertexColor = 1.0f.xxxx;
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#endif
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o.normals = v.vNormal.xyz;
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return o;
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}
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