📄 water_vs20.fxc
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#include "common_vs_fxc.h"
const float4 cBumpTexCoordTransform[2] : register( c91 );
struct VS_INPUT
{
float4 vPos : POSITION;
float3 vNormal : NORMAL;
float4 vBaseTexCoord : TEXCOORD0;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL0;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float vFog : FOG;
float2 vBumpTexCoord : TEXCOORD0;
float3 vTangentEyeVect : TEXCOORD1;
float4 vReflectXY_vRefractYX : TEXCOORD2;
float W : TEXCOORD3;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
// Projected position
float4 vProjPos = mul( v.vPos, cModelViewProj );
o.vProjPos = 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;
// Compute fog based on the position
float3 vWorldPos = mul( v.vPos, cModel[0] );
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] );
return o;
}
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