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