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

29 lines
580 B
HLSL

#include "common.hlsli"
struct v_vert
{
float4 pos : POSITION; // (float,float,float,1)
float4 color : COLOR0; // (r,g,b,dir-occlusion)
};
struct v2p
{
float4 c : COLOR0;
float fog : FOG;
float4 hpos : SV_POSITION;
};
v2p main(v_vert v)
{
v2p o;
o.hpos = mul(m_VP, v.pos); // xform, input in world coords
o.c = v.color;
o.fog = calc_fogging(v.pos.xyz); // fog, input in world coords
o.c = lerp(o.c, fog_color, o.fog);
o.fog = 1.0f - o.fog;
o.hpos.xy += m_taa_jitter.xy * o.hpos.w;
return o;
}