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