#include "common_vs_fxc.h" const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 ); struct VS_INPUT { float4 vPos : POSITION; float3 vNormal : NORMAL; float4 vBaseTexCoord : TEXCOORD0; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL0; }; struct VS_OUTPUT { float4 vProjPos_POSITION : POSITION; float vFog : FOG; float2 vBumpTexCoord : TEXCOORD0; float3 vTangentEyeVect : TEXCOORD1; float4 vReflectXY_vRefractYX : TEXCOORD2; float W : TEXCOORD3; float4 vProjPos : TEXCOORD4; float screenCoord : TEXCOORD5; float4 vExtraBumpTexCoord : TEXCOORD6; float4 fogFactorW : COLOR1; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; // Projected position float4 vProjPos = mul( v.vPos, cModelViewProj ); o.vProjPos = o.vProjPos_POSITION = vProjPos; // Project tangent basis float2 vProjTangentS = mul( v.vTangentS, cViewProj ); float2 vProjTangentT = mul( v.vTangentT, cViewProj ); // Map projected position to the reflection texture float2 vReflectPos; vReflectPos = (vProjPos.xy + vProjPos.w) * cHalf; // Map projected position to the refraction texture float2 vRefractPos; vRefractPos.x = vProjPos.x; vRefractPos.y = -vProjPos.y; // invert Y vRefractPos = (vRefractPos + vProjPos.w) * cHalf; // Reflection transform o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x ); o.W = vProjPos.w; o.screenCoord = vProjPos.x; // Compute fog based on the position float3 vWorldPos = mul( v.vPos, cModel[0] ); o.fogFactorW = o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE ); // Eye vector float3 vWorldEyeVect = cEyePos - vWorldPos; // Transform to the tangent space o.vTangentEyeVect.x = dot( vWorldEyeVect, v.vTangentS ); o.vTangentEyeVect.y = dot( vWorldEyeVect, v.vTangentT ); o.vTangentEyeVect.z = dot( vWorldEyeVect, v.vNormal ); // Tranform bump coordinates o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); float f45x=v.vBaseTexCoord.x+v.vBaseTexCoord.y; float f45y=v.vBaseTexCoord.y-v.vBaseTexCoord.x; o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x; o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y; o.vExtraBumpTexCoord.z=v.vBaseTexCoord.y*0.45+TexOffsets.z; o.vExtraBumpTexCoord.w=v.vBaseTexCoord.x*0.45+TexOffsets.w; return o; }