#include "common.hlsli" #include "skin.hlsli" struct vf { float4 hpos : POSITION; float2 tc0 : TEXCOORD0; // base float3 tc1 : TEXCOORD1; // environment 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.tc1 = calc_reflection(pos_w, norm_w); 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"