e4s-sdk/gamedata/shaders/r1/water.vs
2026-06-17 23:06:51 +03:00

41 lines
986 B
GLSL

#include "common.h"
#include "shared\waterconfig.h"
#include "shared\watermove.h"
struct vf
{
float4 hpos : POSITION ;
float2 tbase : TEXCOORD0 ;
float3 tenv : TEXCOORD1 ;
float4 c0 : COLOR0 ; // c0=all lighting, c0.a = refl amount
float fog : FOG;
};
vf main (v_vert v)
{
vf o;
float4 P = v.P;
float3 N = unpack_normal (v.N);
P = watermove (P);
float2 tc_base = unpack_tc_base (v.uv,v.T.w,v.B.w); // copy tc
float amount ;
float3 tc_refl = waterrefl (amount, P,N);
o.tbase = tc_base;
o.tenv = tc_refl;
float3 L_rgb = v.color.xyz; // precalculated RGB lighting
float3 L_hemi = v_hemi(N)*v.N.w; // hemisphere
float3 L_sun = v_sun(N)*v.color.w; // sun
float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
o.hpos = mul (m_VP, P); // xform, input in world coords
o.c0 = float4 (L_final,amount);
o.fog = calc_fogging (P); // fog, input in world coords
return o;
}