e4s-game/gamedata/shaders/r1/lmap_dt.vs.hlsl
2026-06-18 01:18:29 +03:00

33 lines
926 B
HLSL

#include "common.hlsli"
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0;
float2 tc1 : TEXCOORD1;
float2 tch : TEXCOORD2;
float2 tc2 : TEXCOORD3;
float4 c0 : COLOR0; // c0=hemi+v-lights, c0.a = dt*
float4 c1 : COLOR1; // c1=sun, c1.a = dt+
float fog : FOG;
};
vf main(v_lmap v)
{
vf o;
float2 dt = calc_detail(v.P);
float3 N = unpack_normal(v.N);
o.hpos = mul(m_VP, v.P); // xform, input in world coords
o.tc0 = unpack_tc_base(v.uv0, v.T.w, v.B.w); // copy tc
// o.tc0 = unpack_tc_base (v.tc0); // copy tc
o.tc1 = unpack_tc_lmap(v.uv1); // copy tc
o.tch = o.tc1;
o.tc2 = o.tc0 * dt_params; // dt tc
o.c0 = float4(v_hemi(N), dt.x); // c0=hemi+v-lights, c0.a = dt*
o.c1 = float4(v_sun(N), dt.y); // c1=sun, c1.a = dt+
o.fog = calc_fogging(v.P); // fog, input in world coords
return o;
}