#include "common.hlsli" #include "shared\waterconfig.hlsli" #include "shared\watermove.hlsli" struct v_vert { float4 P : POSITION; // (float,float,float,1) float4 N : NORMAL; // (nx,ny,nz,hemi occlusion) float4 T : TANGENT; float4 B : BINORMAL; float4 color : COLOR0; // (r,g,b,dir-occlusion) float2 uv : TEXCOORD0; // (u0,v0) }; struct vf { float4 hpos : POSITION; float2 tbase : TEXCOORD0; float2 tdist0 : TEXCOORD1; float2 tdist1 : TEXCOORD2; #ifdef USE_SOFT_WATER #ifdef NEED_SOFT_WATER float4 tctexgen : TEXCOORD3; #endif // USE_SOFT_WATER #endif // NEED_SOFT_WATER }; vf main(v_vert v) { vf o; float4 P = v.P; float3 N = unpack_normal(v.N); P = watermove(P); o.tbase = unpack_tc_base(v.uv, v.T.w, v.B.w); // copy tc o.tdist0 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0); o.tdist1 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1); o.hpos = mul(m_VP, P); // xform, input in world coords // Igor: for additional depth dest #ifdef USE_SOFT_WATER #ifdef NEED_SOFT_WATER o.tctexgen = mul(m_texgen, P); float3 Pe = mul(m_V, P); o.tctexgen.z = Pe.z; #endif // USE_SOFT_WATER #endif // NEED_SOFT_WATER return o; }