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float2 preWaveSP : TEXCOORD4; // screen position of the verticies before wave distortion |
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half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light |
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half4 additionalData : TEXCOORD6; // x = distance to surface, y = distance to surface, z = normalized wave height |
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half4 vertColor : TEXCOORD7; |
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float4 additionalData : TEXCOORD6; // x = distance to surface, y = distance to surface, z = normalized wave height |
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float4 vertColor : TEXCOORD7; |
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half4 shadowCoord : TEXCOORD8; // for ssshadows |
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float4 clipPos : SV_POSITION; |
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