21 lines
488 B
GLSL
21 lines
488 B
GLSL
#include "common.h"
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struct a2v
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{
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float4 P : POSITION; // Object-space position
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int2 tc0 : TEXCOORD0; // Texture coordinates
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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// Vertex
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v2p_shadow_direct_aref main ( v_static I )
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{
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v2p_shadow_direct_aref O;
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O.hpos = mul (m_WVP, I.P );
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O.tc0 = unpack_tc_base (I.tc,I.T.w,I.B.w ); // copy tc
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#ifndef USE_HWSMAP
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O.depth = O.hpos.z;
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#endif
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return O;
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}
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FXVS;
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