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The fog settings do not depend on wether the shader writes to oFog or not, instead they depend on the FOGVERTEXMODE and FOGTABLEMODE settings, and if a vertex shader is bound at all. It works the same way as with the fixed function, and having a vertex shader is the same as using pretransformed vertices, just that the fog coord comes from the shader instead of the specular color: FOGTABLEMODE != NONE: The Z coord is used, oFog is ignored FOGTABLEMODE == NONE, with VS: oFog is used FOGTABLEMODE == NONE, no VS, XYZ: Z is used FOGTABLEMODE == NONE, no VS, XYZRHW: diffuse color is used |
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.. | ||
tests | ||
basetexture.c | ||
cubetexture.c | ||
d3d9.spec | ||
d3d9_main.c | ||
d3d9_private.h | ||
device.c | ||
directx.c | ||
indexbuffer.c | ||
Makefile.in | ||
pixelshader.c | ||
query.c | ||
resource.c | ||
stateblock.c | ||
surface.c | ||
swapchain.c | ||
texture.c | ||
version.rc | ||
vertexbuffer.c | ||
vertexdeclaration.c | ||
vertexshader.c | ||
volume.c | ||
volumetexture.c |