// STATIC: "BLEND" "0..1" #include "common_vs_fxc.h" struct VS_INPUT { float4 vPos : POSITION; float3 vNormal : NORMAL; float2 vNormalMapCoord : TEXCOORD0; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL; }; struct VS_OUTPUT { float4 projPos : POSITION; float fog : FOG; float2 normalMapTexCoord : TEXCOORD0; float3 worldVertToEyeVector : TEXCOORD1; float3x3 tangentSpaceTranspose : TEXCOORD2; #if BLEND float3 vRefract_W : TEXCOORD5; #endif float4 vExtraBumpTexCoord : TEXCOORD6; float4 fogFactorW : COLOR1; }; const float4 cNormalMapTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 ); VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float4 projPos; float3 worldPos; projPos = mul( v.vPos, cModelViewProj ); o.projPos = projPos; #if BLEND // Map projected position to the reflection texture o.vRefract_W.x = projPos.x; o.vRefract_W.y = -projPos.y; // invert Y o.vRefract_W.xy = (o.vRefract_W + projPos.w) * cHalf; o.vRefract_W.z = projPos.w; #endif worldPos = mul( v.vPos, cModel[0] ); float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] ); float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] ); float3 worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] ); o.tangentSpaceTranspose[0] = worldTangentS; o.tangentSpaceTranspose[1] = worldTangentT; o.tangentSpaceTranspose[2] = worldNormal; float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos); o.worldVertToEyeVector = worldVertToEyeVector; // FIXME: need to add a normalMapTransform to all of the water shaders. //o.normalMapTexCoord.x = dot( v.vNormalMapCoord, cNormalMapTransform[0] ) + cNormalMapTransform[0].w; //o.normalMapTexCoord.y = dot( v.vNormalMapCoord, cNormalMapTransform[1] ) + cNormalMapTransform[1].w; o.normalMapTexCoord = v.vNormalMapCoord; float f45x=v.vNormalMapCoord.x+v.vNormalMapCoord.y; float f45y=v.vNormalMapCoord.y-v.vNormalMapCoord.x; o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x; o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y; o.vExtraBumpTexCoord.z=v.vNormalMapCoord.y*0.45+TexOffsets.z; o.vExtraBumpTexCoord.w=v.vNormalMapCoord.x*0.45+TexOffsets.w; o.fogFactorW = o.fog = CalcFog( worldPos, projPos, FOGTYPE_RANGE ); return o; }