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

30 lines
779 B
GLSL

#include "common.h"
#include "shared\wmark.h"
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0;
float3 c0 : COLOR0; // c0=all lighting
float fog : FOG;
};
vf main (v_static v)
{
vf o;
float3 N = unpack_normal (v.Nh);
float4 P = wmark_shift (v.P,N);
o.hpos = mul (m_VP, P); // xform, input in world coords
o.tc0 = unpack_tc_base (v.tc,v.T.w,v.B.w); // copy tc
//float3 L_rgb = v.color.xyz; // precalculated RGB lighting
//float3 L_hemi = v_hemi(N)*v.norm.w; // hemisphere
//float3 L_sun = v_sun(N)*v.color.w; // sun
//float3 L_final = L_rgb + L_hemi + L_sun + L_ambient ;
o.c0 = 0; //L_final;
o.fog = saturate(calc_fogging (v.P)); // fog, input in world coords
return o;
}