29 lines
800 B
HLSL
29 lines
800 B
HLSL
#include "common.hlsli"
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struct vf
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{
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float4 hpos : POSITION;
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float2 tc0 : TEXCOORD0;
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float2 tc1 : TEXCOORD1;
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float2 tc2 : TEXCOORD2;
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float4 c0 : COLOR0; // c0=hemi+v-lights, c0.a = dt*
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float4 c1 : COLOR1; // c1=sun, c1.a = dt+
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float fog : FOG;
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};
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vf main(v_lmap v)
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{
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vf o;
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float2 dt = calc_detail(v.P);
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float3 N = unpack_normal(v.N);
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o.hpos = mul(m_VP, v.P); // xform, input in world coords
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o.tc0 = unpack_tc_base(v.uv0, v.T.w, v.B.w); // copy tc
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o.tc1 = o.tc0; // copy tc
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o.tc2 = o.tc0 * dt_params; // dt tc
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o.c0 = float4(v_hemi(N), dt.x); // c0=v-lights, c0.a = dt*
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o.c1 = float4(v_sun(N), dt.y); // c1=sun, c1.a = dt+
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o.fog = calc_fogging(v.P); // fog, input in world coords
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return o;
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}
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