#include "common.hlsli"
#include "skin.hlsli"

// #define SKIN_2

struct vf
{
    float4 hpos : POSITION;
    float2 tc0 : TEXCOORD0; // base
    float4 tc1 : TEXCOORD1; // projected lmap
    float3 c0 : COLOR0; // sun-color
    float4 c1 : COLOR1; // lq-color + factor
    float fog : FOG;
};

vf _main(v_model v)
{
    vf o;

    float4 pos = v.pos;
    float3 pos_w = mul(m_W, pos);
    float4 pos_w4 = float4(pos_w, 1);
    float3 norm_w = normalize(mul(m_W, v.norm));

    o.hpos = mul(m_WVP, pos); // xform, input in world coords
    o.tc0 = v.tc.xy; // copy tc
    o.tc1 = calc_model_lmap(pos_w); //
    o.c0 = calc_sun(norm_w); // sun
    o.c1 = float4(calc_model_lq_lighting(norm_w), m_plmap_clamp[0].w);
    o.fog = calc_fogging(pos_w4); // fog, input in world coords

#ifdef SKIN_COLOR
    o.c1.rgb *= v.rgb_tint;
    o.c1.w = 1;
#endif

    return o;
}

#define SKIN_VF vf
#include "skin_main.hlsli"
