mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
80 lines
1.9 KiB
Plaintext
80 lines
1.9 KiB
Plaintext
// DYNAMIC: "DOWATERFOG" "0..1"
|
|
|
|
#include "common_vs_fxc.h"
|
|
|
|
static const int g_FogType = DOWATERFOG;
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 vPos : POSITION;
|
|
float2 vTexCoord0 : TEXCOORD0;
|
|
float2 vTexCoord1 : TEXCOORD1;
|
|
|
|
float4 directionalLightColor : COLOR0;
|
|
|
|
float3 vTangentS : TANGENT;
|
|
float3 vTangentT : BINORMAL;
|
|
};
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 vProjPos : POSITION;
|
|
float2 vTexCoord0 : TEXCOORD0;
|
|
float2 vTexCoord1 : TEXCOORD1;
|
|
|
|
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
|
|
|
|
float4 directionalLightColor : COLOR0;
|
|
|
|
float4 fogFactorW : COLOR1;
|
|
|
|
#if !defined( _X360 )
|
|
float fog : FOG;
|
|
#endif
|
|
};
|
|
|
|
|
|
VS_OUTPUT main( const VS_INPUT v )
|
|
{
|
|
VS_OUTPUT o = ( VS_OUTPUT )0;
|
|
|
|
float3 worldPos;
|
|
worldPos = mul( v.vPos, cModel[0] );
|
|
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
|
|
o.vProjPos = vProjPos;
|
|
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
|
|
|
|
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
|
|
|
|
o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
|
|
#if !defined( _X360 )
|
|
o.fog = o.fogFactorW;
|
|
#endif
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Setup the tangent space
|
|
//------------------------------------------------------------------------------
|
|
|
|
// Get S crossed with T (call it R)
|
|
float3 r = cross( v.vTangentS, v.vTangentT );
|
|
|
|
// Normalize S (into s)
|
|
float3 s = normalize( v.vTangentS );
|
|
|
|
// Normalize R (into r)
|
|
r = normalize( r );
|
|
|
|
// Regenerate T (into t)
|
|
float3 t = cross( r, v.vTangentS );
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Copy texcoords for the normal map and base texture
|
|
//------------------------------------------------------------------------------
|
|
o.vTexCoord0 = v.vTexCoord0;
|
|
o.vTexCoord1 = v.vTexCoord1;
|
|
|
|
// Pass the dirlight color through
|
|
o.directionalLightColor = v.directionalLightColor;
|
|
|
|
return o;
|
|
} |