#include "common.hlsli" struct vv { float3 pos0 : POSITION0; float3 pos1 : POSITION1; float3 n0 : NORMAL0; float3 n1 : NORMAL1; float2 tc0 : TEXCOORD0; float2 tc1 : TEXCOORD1; float4 rgbh0 : TEXCOORD2; // rgb.h float4 rgbh1 : TEXCOORD3; // rgb.h float4 sun_af : COLOR0; // x=sun_0, y=sun_1, z=alpha, w=factor }; struct vf { float4 hpos : POSITION; float2 tc0 : TEXCOORD0; // base0 float2 tc1 : TEXCOORD1; // base1 float2 tc2 : TEXCOORD2; // hemi0 float2 tc3 : TEXCOORD3; // hemi1 float4 c : COLOR0; // color.alpha float4 f : COLOR1; // factor float fog : FOG; }; #define L_SCALE (1.55) #define L_SUN_HACK (.7) vf main(vv v) { vf o; // lerp pos float factor = v.sun_af.w; float4 pos = float4(lerp(v.pos0, v.pos1, factor), 1); o.hpos = mul(m_VP, pos); // xform, input in world coords // replicate TCs o.tc0 = v.tc0; o.tc1 = v.tc1; o.tc2 = v.tc0; o.tc3 = v.tc1; // calc normal & lighting float3 normal = normalize(lerp(v.n0, v.n1, factor)); normal.y += 1; normal = normalize(normal); float4 rgbh = lerp(v.rgbh0, v.rgbh1, factor) * L_SCALE; float sun = lerp(v.sun_af.x, v.sun_af.y, factor) * L_SCALE; float sun_c = 1 + L_SUN_HACK * dot(normal, L_sun_dir_w); // [1+-delta], normal already inverted float3 L_rgb = rgbh.rgb; // precalculated RGB lighting float3 L_hemi = L_hemi_color * rgbh.w; // hemisphere float3 L_sun = L_sun_color * sun * sun_c; // sun float3 L_final = L_rgb + L_hemi + L_sun + L_ambient; o.c = float4(L_final, v.sun_af.z); o.f = factor; o.fog = calc_fogging(pos); // fog, input in world coords return o; }