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

68 lines
1.1 KiB
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.P;
float3 pos_w = mul(m_W, pos);
float3 norm_w = normalize(mul(m_W, v.N));
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 = saturate(calc_fogging(float4(pos_w, 1))); // fog, input in world coords
return o;
}
#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