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

65 lines
1.7 KiB
HLSL

#include "common.hlsli"
#include "shared\wmark.hlsli"
// for multiplicative decal
// For alpha-blend decal
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0;
float4 c0 : COLOR0; // c0=all lighting
float fog : FOG;
};
vf main(v_vert v)
{
vf o;
float3 N = unpack_normal(v.N);
float4 P = wmark_shift(v.P, N);
o.hpos = mul(m_VP, P); // xform, input in world coords
o.tc0 = unpack_tc_base(v.uv, v.T.w, v.B.w); // copy tc
float3 L_rgb = v.color.xyz; // precalculated RGB lighting
float3 L_hemi = v_hemi(N) * v.N.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.rgb = L_final;
o.c0.a = calc_fogging(P); // fog, input in world coords
o.fog = 1; // fog, input in world coords
return o;
}
/*
// For alpha-blend decal
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0;
float3 c0 : COLOR0; // c0=all lighting
float fog : FOG;
};
vf main (v_vert v)
{
vf o;
float3 N = unpack_normal (v.N);
float4 P = wmark_shift (v.P,N);
o.hpos = mul (m_VP, P); // xform, input in world coords
o.tc0 = unpack_tc_base (v.uv,v.T.w,v.B.w); // copy tc
float3 L_rgb = v.color.xyz; // precalculated RGB lighting
float3 L_hemi = v_hemi(N)*v.N.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 = L_final;
o.fog = calc_fogging (P); // fog, input in world coords
return o;
}
*/