33 lines
906 B
GLSL
33 lines
906 B
GLSL
#include "common.h"
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struct vf
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{
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float4 hpos : POSITION;
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float2 tc0 : TEXCOORD0;
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float2 tc1 : TEXCOORD1;
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float2 tch : TEXCOORD2;
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float2 tc2 : TEXCOORD3;
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float4 c0 : COLOR0; // c0=hemi+v-lights, c0.a = dt*
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float4 c1 : COLOR1; // c1=sun, c1.a = dt+
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float fog : FOG;
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};
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vf main (v_lmap v)
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{
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vf o;
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float2 dt = calc_detail (v.P);
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float3 N = unpack_normal (v.N);
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o.hpos = mul (m_VP, v.P); // xform, input in world coords
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o.tc0 = unpack_tc_base (v.uv0,v.T.w,v.B.w); // copy tc
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// o.tc0 = unpack_tc_base (v.tc0); // copy tc
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o.tc1 = unpack_tc_lmap (v.uv1); // copy tc
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o.tch = o.tc1;
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o.tc2 = o.tc0*dt_params; // dt tc
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o.c0 = float4 (v_hemi(N),dt.x); // c0=hemi+v-lights, c0.a = dt*
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o.c1 = float4 (v_sun(N),dt.y); // c1=sun, c1.a = dt+
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o.fog = calc_fogging (v.P); // fog, input in world coords
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return o;
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}
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