e4s-sdk/gamedata/shaders/d3d11/deffer_base.vs.hlsl
2026-06-17 23:06:51 +03:00

58 lines
1.2 KiB
HLSL

#include "common.hlsli"
#ifdef USE_LM_HEMI
#define v_in v_static
#else
#define v_in v_static_color
#endif
void main(in v_in I, out p_bumped_new O)
{
float2 tc = unpack_tc_base(I.tc, I.T.w, I.B.w);
float3 Pe = mul(m_WV, I.P);
O.tcdh = float4(tc.xy, I.Nh.w, I.Nh.w);
O.position = float4(Pe, 1.0f);
float3 N = unpack_bx4(unpack_D3DCOLOR(I.Nh).xyz);
#if defined(USE_BUMP) || defined(USE_TDETAIL_BUMP)
float3 T = unpack_bx4(unpack_D3DCOLOR(I.T).xyz);
float3 B = unpack_bx4(unpack_D3DCOLOR(I.B).xyz);
float3x3 xform = mul((float3x3)m_WV, float3x3(
T.x, B.x, N.x,
T.y, B.y, N.y,
T.z, B.z, N.z)
);
O.M1 = xform[0];
O.M2 = xform[1];
O.M3 = xform[2];
#else
N = mul((float3x3)m_WV, N);
O.M1 = N.xxx;
O.M2 = N.yyy;
O.M3 = N.zzz;
#endif
O.snow_mask = normalize(mul((float3x3)m_W, N)).y;
#ifdef USE_LM_HEMI
O.tcdh.zw = unpack_tc_lmap(I.lmh);
#else
#ifdef USE_LENGTH_BUFFER
O.lmap = unpack_D3DCOLOR(I.color.xyz);
#endif
O.tcdh.w = I.color.w;
#endif
O.hpos = mul(m_WVP, I.P);
O.hpos_curr = O.hpos;
O.hpos_old = mul(m_WVP_old, I.P);
O.hpos.xy += m_taa_jitter.xy * O.hpos.w;
}