vs.1.1 # DYNAMIC: "DOWATERFOG" "0..1" #include "SDK_macros.vsh" ;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$projPos ); dp4 $projPos.x, $vPos, $cModelViewProj0 dp4 $projPos.y, $vPos, $cModelViewProj1 dp4 $projPos.z, $vPos, $cModelViewProj2 dp4 $projPos.w, $vPos, $cModelViewProj3 mov oPos, $projPos alloc $worldPos if( $DOWATERFOG == 1 ) { ; Get the worldpos z component only since that's all we need for height fog dp4 $worldPos.z, $vPos, $cModel2 } &CalcFog( $worldPos, $projPos ); free $worldPos &FreeRegister( \$projPos ); ;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 mov oT2, $vTexCoord1 ; Now the basetexture/basetexture2 blend uses vertex color, so send it into the psh. mov oD0, $vColor