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

62 lines
1.5 KiB
GLSL

#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;