33 lines
802 B
GLSL
33 lines
802 B
GLSL
#include "common.h"
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struct v_vert
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{
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float4 pos : POSITION; // (float,float,float,1)
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float4 color : COLOR0; // (r,g,b,dir-occlusion)
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};
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struct v2p
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{
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float4 c : COLOR0;
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float fog : FOG;
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float4 hpos : SV_Position;
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};
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v2p main (v_vert v)
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{
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v2p o;
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o.hpos = mul(m_VP, v.pos); // xform, input in world coords
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o.c = v.color;
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o.fog = calc_fogging(v.pos); // fog, input in world coords
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o.fog = saturate(o.fog);
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o.c.rgb = lerp(fog_color, o.c, o.fog);
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// float scale = tex2Dlod (s_tonemap,float4(.5,.5,.5,.5)).x ;
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float scale = s_tonemap.Load(int3(0,0,0)).x;
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// float scale = s_tonemap.Load(int3(1,1,0)).x;
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o.c.rgb = o.c.rgb*scale; // copy color, pre-scale by tonemap //float4 ( v.c.rgb*scale*2, v.c.a );
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o.c.a = o.fog;
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return o;
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}
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