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

34 lines
701 B
HLSL

#include "common.hlsli"
#include "skin.hlsli"
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0; // base
float3 c0 : COLOR0; // color
float fog : FOG;
};
vf _main(v_model v)
{
vf o;
float4 pos = v.pos;
float3 pos_w = mul(m_W, pos);
float3 norm_w = normalize(mul(m_W, v.norm));
o.hpos = mul(m_WVP, pos); // xform, input in world coords
o.tc0 = v.tc.xy; // copy tc
o.c0 = calc_model_lq_lighting(norm_w);
o.fog = calc_fogging(float4(pos_w, 1)); // fog, input in world coords
#ifdef SKIN_COLOR
o.c0.rgb *= v.rgb_tint;
#endif
return o;
}
#define SKIN_LQ
#define SKIN_VF vf
#include "skin_main.hlsli"