e4s-game/gamedata/shaders/d3d11/models_reflex_lens.vs.hlsl
2026-06-18 01:18:29 +03:00

51 lines
966 B
HLSL

#include "common.hlsli"
#include "skin.hlsli"
struct vf
{
float4 hpos : SV_Position;
float2 tc0 : TEXCOORD0;
float3 T : TEXCOORD1;
float3 B : TEXCOORD2;
float3 N : TEXCOORD3;
float3 P : TEXCOORD4;
};
vf _main (v_model v)
{
vf o;
o.hpos = mul(m_WVP, v.P);
o.tc0 = v.tc.xy;
o.T = mul(m_W, v.T).xyz;
o.B = mul(m_W, v.B).xyz;
o.N = mul(m_W, v.N).xyz;
o.P = mul(m_W, v.P).xyz;
return o;
}
// Skinning
#ifdef SKIN_NONE
vf main(v_model v) { return _main(v); }
#endif
#ifdef SKIN_0
vf main(v_model_skinned_0 v) { return _main(skinning_0(v)); }
#endif
#ifdef SKIN_1
vf main(v_model_skinned_1 v) { return _main(skinning_1(v)); }
#endif
#ifdef SKIN_2
vf main(v_model_skinned_2 v) { return _main(skinning_2(v)); }
#endif
#ifdef SKIN_3
vf main(v_model_skinned_3 v) { return _main(skinning_3(v)); }
#endif
#ifdef SKIN_4
vf main(v_model_skinned_4 v) { return _main(skinning_4(v)); }
#endif