// DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1" #include "common_fog_vs_fxc.h" #include "common_vs_fxc.h" struct VS_INPUT { float4 vPos : POSITION; #if (SKINNING == 1) float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; #endif }; struct VS_OUTPUT { float4 vProjPos : POSITION; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; # if (SKINNING == 1) { float3 vWorldPos; SkinPosition( true, v.vPos, v.vBoneWeights, v.vBoneIndices, vWorldPos ); o.vProjPos = mul( float4( vWorldPos, 1 ), cViewProj ); } # else { o.vProjPos = mul( v.vPos, cModelViewProj ); } # endif return o; }