e4s-game/gamedata/shaders/d3d11/particle.vs.hlsl
2026-06-18 01:18:29 +03:00

45 lines
968 B
HLSL

#include "common.hlsli"
struct vv
{
float4 P : POSITION;
float2 tc : TEXCOORD0;
float4 c : COLOR0;
};
struct v2p
{
float2 tc : TEXCOORD0;
float4 c : COLOR0;
// Igor: for additional depth dest
#ifdef USE_SOFT_PARTICLES
float4 tctexgen : TEXCOORD1;
#endif // USE_SOFT_PARTICLES
float4 hpos : SV_POSITION;
float fog : FOG;
};
uniform float4x4 mVPTexgen;
v2p main(vv v)
{
v2p o;
o.hpos = mul(m_WVP, v.P); // xform, input in world coords
// o.hpos = mul (m_VP, v.P); // xform, input in world coords
o.tc = v.tc; // copy tc
o.c = unpack_D3DCOLOR(v.c); // copy color
o.hpos.xy += m_taa_jitter.xy * o.hpos.w;
// Igor: for additional depth dest
#ifdef USE_SOFT_PARTICLES
o.tctexgen = mul(mVPTexgen, v.P);
o.tctexgen.z = mul(m_WV, v.P).z;
#endif // USE_SOFT_PARTICLES
o.fog = 1.0f - calc_fogging(v.P.xyz); // fog, input in world coords
return o;
}