#include "common.h" #include "skin.h" p_flat _main ( v_model I ) { // world-space N float3 N_w = mul (m_W, I.N); // Eye-space pos/normal p_flat O; float3 Pe = mul (m_WV, I.P ); O.hpos = mul (m_WVP, I.P ); O.N = mul ((float3x3)m_WV, (float3)I.N); // Hemi cube lighting float3 Nw = mul ((float3x3)m_W, (float3)I.N); half3 hc_pos = (half3)hemi_cube_pos_faces; half3 hc_neg = (half3)hemi_cube_neg_faces; half3 hc_mixed= (Nw < 0) ? hc_neg : hc_pos; float hemi_val= dot( hc_mixed, abs(Nw) ); hemi_val = saturate(hemi_val); O.tcdh = float4 (I.tc.xyyy); O.position = float4 (Pe, hemi_val); //use L_material.x for old behaviour #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) O.tcdh.w = L_material.y; // (,,,dir-occlusion) #endif #ifdef USE_TDETAIL O.tcdbump = O.tcdh*dt_params; // dt tc #endif return O; } ///////////////////////////////////////////////////////////////////////// #ifdef SKIN_NONE p_flat main(v_model v) { return _main(v); } #endif #ifdef SKIN_0 p_flat main(v_model_skinned_0 v) { return _main(skinning_0(v)); } #endif #ifdef SKIN_1 p_flat main(v_model_skinned_1 v) { return _main(skinning_1(v)); } #endif #ifdef SKIN_2 p_flat main(v_model_skinned_2 v) { return _main(skinning_2(v)); } #endif #ifdef SKIN_3 p_flat main(v_model_skinned_3 v) { return _main(skinning_3(v)); } #endif #ifdef SKIN_4 p_flat main(v_model_skinned_4 v) { return _main(skinning_4(v)); } #endif FXVS;