#include "common.hlsli"

struct vf
{
    float4 hpos : POSITION;
    float4 c0 : COLOR0; // c0=all lighting
};

vf main(v_vert v)
{
    vf o;

    float3 N = unpack_normal(v.N);
    float3 L_rgb = v.color.xyz; // precalculated RGB lighting
    float3 L_hemi = v_hemi(N) * v.N.w; // hemisphere
    float L_sun = v.color.w; // sun occl only
    float3 L_final = L_rgb + L_hemi + L_ambient;

    o.hpos = mul(m_VP, v.P); // xform, input in world coords
    o.c0 = float4(L_final.x, L_final.y, L_final.z, L_sun);
    return o;
}
