42 lines
No EOL
1,010 B
GLSL
42 lines
No EOL
1,010 B
GLSL
#include "common.h"
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#include "skin.h"
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// #define SKIN_2
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struct vf
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{
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float4 hpos : POSITION;
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float2 tc0 : TEXCOORD0; // base
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float4 tc1 : TEXCOORD1; // projected lmap
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float3 c0 : COLOR0; // sun-color
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float4 c1 : COLOR1; // lq-color + factor
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float fog : FOG;
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};
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vf _main (v_model v)
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{
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vf o;
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float4 pos = v.pos;
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float3 pos_w = mul (m_W, pos);
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float4 pos_w4 = float4 (pos_w,1);
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float3 norm_w = normalize (mul(m_W,v.norm));
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o.hpos = mul (m_WVP, pos); // xform, input in world coords
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o.tc0 = v.tc.xy; // copy tc
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o.tc1 = calc_model_lmap (pos_w); //
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o.c0 = calc_sun (norm_w); // sun
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o.c1 = float4 (calc_model_lq_lighting(norm_w),m_plmap_clamp[0].w);
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o.fog = calc_fogging (pos_w4); // fog, input in world coords
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#ifdef SKIN_COLOR
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o.c1.rgb *= v.rgb_tint;
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o.c1.w = 1;
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#endif
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return o;
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}
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/////////////////////////////////////////////////////////////////////////
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#define SKIN_VF vf
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#include "skin_main.h" |