e4s-game/gamedata/shaders/d3d11/accum_volumetric.vs.hlsl
2026-06-18 01:18:29 +03:00

43 lines
1 KiB
HLSL

#include "common.hlsli"
cbuffer VolumetricLights
{
float3 vMinBounds;
float3 vMaxBounds;
float4 FrustumClipPlane[6];
}
struct v2p
{
float3 lightToPos : TEXCOORD0; // light center to plane vector
float3 vPos : TEXCOORD1; // position in camera space
float fDensity : TEXCOORD2; // plane density alon Z axis
float3 clip0 : SV_ClipDistance0;
float3 clip1 : SV_ClipDistance1;
float4 hpos : SV_POSITION;
};
v2p main(float3 P : POSITION)
{
v2p o;
float4 vPos = 1.0f;
vPos.xyz = lerp(vMinBounds, vMaxBounds, P);
o.hpos = mul(m_P, vPos);
o.lightToPos = vPos.xyz - Ldynamic_pos.xyz;
o.vPos = vPos.xyz;
o.fDensity = 0.025f;
o.clip0.x = dot(o.hpos, FrustumClipPlane[0]);
o.clip0.y = dot(o.hpos, FrustumClipPlane[1]);
o.clip0.z = dot(o.hpos, FrustumClipPlane[2]);
o.clip1.x = dot(o.hpos, FrustumClipPlane[3]);
o.clip1.y = dot(o.hpos, FrustumClipPlane[4]);
o.clip1.z = dot(o.hpos, FrustumClipPlane[5]);
return o;
}