#include "common.hlsli" #include "skin.hlsli" struct vf { float2 tc0 : TEXCOORD0; // base float4 c0 : COLOR0; // color float4 hpos : SV_POSITION; float fog : FOG; }; vf _main(v_model v) { vf o; o.hpos = mul(m_WVP, v.P); // xform, input in world coords o.tc0 = v.tc.xy; // copy tc // calculate fade float3 dir_v = normalize(mul(m_WV, v.P)); float3 norm_v = normalize(mul((float3x3)m_WV, v.N.xyz)); float fade = 1.3 * (1 - abs(dot(dir_v, norm_v))); o.c0 = fade; o.fog = 1.0f - calc_fogging(float4(mul(m_W, v.P), 1.0f).xyz); // fog, input in world coords return o; } #ifdef SKIN_NONE vf main(v_model v) { return _main(v); } #endif #ifdef SKIN_0 vf main(v_model_skinned_0 v) { return _main(skinning_0(v)); } #endif #ifdef SKIN_1 vf main(v_model_skinned_1 v) { return _main(skinning_1(v)); } #endif #ifdef SKIN_2 vf main(v_model_skinned_2 v) { return _main(skinning_2(v)); } #endif #ifdef SKIN_3 vf main(v_model_skinned_3 v) { return _main(skinning_3(v)); } #endif #ifdef SKIN_4 vf main(v_model_skinned_4 v) { return _main(skinning_4(v)); } #endif