📄 watercheap_vs20.fxc
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#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;
};
const float4 cNormalMapTransform[2] : register( c90 );
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;
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] );
//o.normalMapTexCoord.y = dot( v.vNormalMapCoord, cNormalMapTransform[1] );
o.normalMapTexCoord = v.vNormalMapCoord;
o.fog = CalcFog( worldPos, projPos, FOGTYPE_RANGE );
return o;
}
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