50 lines
1.1 KiB
GLSL
50 lines
1.1 KiB
GLSL
#include "common.h"
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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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float3 Pe : TEXCOORD0 ;
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float2 tc0 : TEXCOORD1 ; // base0
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float2 tc1 : TEXCOORD2 ; // base1
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float4 af : COLOR1 ; // alpha&factor
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float4 hpos: SV_Position;
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};
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#define L_SCALE (2.0h*1.55h)
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vf main ( vv I )
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{
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vf o;
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I.sun_af.xyz = I.sun_af.zyx;
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I.rgbh0.xyz = I.rgbh0.zyx;
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I.rgbh1.xyz = I.rgbh1.zyx;
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// lerp pos
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float factor = I.sun_af.w ;
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float4 pos = float4 (lerp(I.pos0,I.pos1,factor),1);
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float h = lerp (I.rgbh0.w,I.rgbh1.w,factor) *L_SCALE;
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o.hpos = mul (m_VP, pos); // xform, input in world coords
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o.Pe = mul (m_V, pos);
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// replicate TCs
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o.tc0 = I.tc0;
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o.tc1 = I.tc1;
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// calc normal & lighting
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o.af = float4 (h,h,I.sun_af.z,factor);
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return o ;
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}
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FXVS;
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