52 lines
1.7 KiB
GLSL
52 lines
1.7 KiB
GLSL
#include "common.h"
|
|
|
|
struct vf
|
|
{
|
|
float2 tc0 : TEXCOORD0;
|
|
float3 c0 : COLOR0; // c0=all lighting
|
|
float fog : FOG;
|
|
float4 hpos : SV_Position;
|
|
};
|
|
|
|
/*
|
|
struct v_vert
|
|
{
|
|
float4 P : POSITION; // (float,float,float,1)
|
|
float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
|
|
float4 T : TANGENT;
|
|
float4 B : BINORMAL;
|
|
float4 color : COLOR0; // (r,g,b,dir-occlusion)
|
|
float2 uv : TEXCOORD0; // (u0,v0)
|
|
};
|
|
struct v_static {
|
|
float4 P : POSITION; // (float,float,float,1)
|
|
float4 Nh : NORMAL; // (nx,ny,nz,hemi occlusion)
|
|
float4 T : TANGENT; // tangent
|
|
float4 B : BINORMAL; // binormal
|
|
float2 tc : TEXCOORD0; // (u,v)
|
|
float2 lmh : TEXCOORD1; // (lmu,lmv)
|
|
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
|
|
float4 color : COLOR0; // (r,g,b,dir-occlusion)
|
|
#endif
|
|
};
|
|
*/
|
|
|
|
vf main (v_static_color v)
|
|
{
|
|
vf o;
|
|
|
|
float3 N = unpack_normal (v.Nh);
|
|
o.hpos = mul (m_VP, v.P); // xform, input in world coords
|
|
o.tc0 = unpack_tc_base (v.tc,v.T.w,v.B.w); // copy tc
|
|
// o.tc0 = unpack_tc_base (v.tc); // copy tc
|
|
|
|
float3 L_rgb = v.color.zyx; // precalculated RGB lighting
|
|
float3 L_hemi = v_hemi(N)*v.Nh.w; // hemisphere
|
|
float3 L_sun = v_sun(N)*v.color.w; // sun
|
|
float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
|
|
|
|
o.c0 = L_final;
|
|
o.fog = saturate(calc_fogging (v.P)); // fog, input in world coords
|
|
|
|
return o;
|
|
}
|