35 lines
971 B
HLSL
35 lines
971 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; // detail
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float4 c0 : COLOR0; // c0=all lighting
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float4 c1 : COLOR1; // ps_1_1 read ports
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float fog : FOG;
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};
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vf main(v_vert v)
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{
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vf o;
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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.uv, v.T.w, v.B.w); // copy tc
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// o.tc0 = unpack_tc_base (v.tc); // copy tc
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o.tc1 = o.tc0 * dt_params; // dt tc
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float3 L_rgb = v.color.xyz; // precalculated RGB lighting
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float3 L_hemi = v_hemi(N) * v.N.w; // hemisphere
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float3 L_sun = v_sun(N) * v.color.w; // sun
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float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
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float2 dt = calc_detail(v.P);
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o.c0 = float4(L_final.x, L_final.y, L_final.z, dt.x);
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o.c1 = dt.y; //
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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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