📄 worldvertextransition_vs20.fxc
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// STATIC: "FOG_TYPE" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = FOG_TYPE;
const float4 cBaseTexCoordTransform[2] : register( c90 );
const float4 cBaseTexCoordTransform2[2] : register( c92 );
const float4 cMacrosTexCoordTransform[2] : register( c94 );
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vColor : COLOR0;
float4 vTexCoord0 : TEXCOORD0;
float4 vTexCoord1 : TEXCOORD1;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float fog : FOG;
float2 baseCoord : TEXCOORD0;
float2 baseCoord2 : TEXCOORD1;
float2 lightmapCoord : TEXCOORD2;
float2 macrosCoord : TEXCOORD3;
float4 color : COLOR0;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldNormal, worldPos;
float2 texCoord;
worldPos = mul( v.vPos, cModel[0] );
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
o.fog = CalcFog( worldPos, projPos, g_FogType );
o.color = v.vColor;
o.baseCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
o.baseCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] );
o.baseCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] );
o.lightmapCoord = v.vTexCoord1;
o.macrosCoord.x = dot( v.vTexCoord0, cMacrosTexCoordTransform[0] );
o.macrosCoord.y = dot( v.vTexCoord0, cMacrosTexCoordTransform[1] );
return o;
}
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