e4s-sdk/gamedata/shaders/r2/deffer_base_flat.vs
2026-06-17 23:06:51 +03:00

31 lines
673 B
GLSL

#include "common.h"
p_flat main ( v_static I )
{
// Eye-space pos/normal
p_flat O;
float4 Pp = mul (m_WVP, I.P );
O.hpos = Pp;
O.N = mul ((float3x3)m_WV, unpack_bx2(I.Nh));
float3 Pe = mul (m_WV, I.P );
float2 tc = unpack_tc_base (I.tc,I.T.w,I.B.w); // copy tc
O.tcdh = float4 (tc.xyyy );
O.position = float4 (Pe, I.Nh.w );
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float s = I.color.w ; // (r,g,b,dir-occlusion)
O.tcdh.w = s;
#endif
#ifdef USE_TDETAIL
O.tcdbump = O.tcdh * dt_params; // dt tc
#endif
#ifdef USE_LM_HEMI
O.lmh = unpack_tc_lmap (I.lmh);
#endif
return O;
}
FXVS;