e4s-game/gamedata/shaders/r2/wmark.vs.hlsl
2026-06-18 01:18:29 +03:00

30 lines
810 B
HLSL

#include "common.hlsli"
#include "shared\wmark.hlsli"
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0;
float3 c0 : COLOR0; // c0=all lighting
float fog : FOG;
};
vf main(v_static v)
{
vf o;
float3 N = unpack_normal(v.Nh);
float4 P = wmark_shift(v.P, N);
o.hpos = mul(m_VP, P); // xform, input in world coords
o.tc0 = unpack_tc_base(v.tc, v.T.w, v.B.w); // copy tc
// float3 L_rgb = v.color.xyz; // precalculated RGB lighting
// float3 L_hemi = v_hemi(N)*v.norm.w; // hemisphere
// float3 L_sun = v_sun(N)*v.color.w; // sun
// float3 L_final = L_rgb + L_hemi + L_sun + L_ambient ;
o.c0 = 0; // L_final;
o.fog = saturate(calc_fogging(v.P)); // fog, input in world coords
return o;
}