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

62 lines
1.7 KiB
GLSL

#include "common.h"
struct vv
{
float3 pos0 : POSITION0 ;
float3 pos1 : POSITION1 ;
float3 n0 : NORMAL0 ;
float3 n1 : NORMAL1 ;
float2 tc0 : TEXCOORD0 ;
float2 tc1 : TEXCOORD1 ;
float4 rgbh0 : TEXCOORD2; // rgb.h
float4 rgbh1 : TEXCOORD3; // rgb.h
float4 sun_af : COLOR0; // x=sun_0, y=sun_1, z=alpha, w=factor
};
struct vf
{
float4 hpos : POSITION;
half2 tc0 : TEXCOORD0; // base0
half2 tc1 : TEXCOORD1; // base1
half2 tc2 : TEXCOORD2; // hemi0
half2 tc3 : TEXCOORD3; // hemi1
half4 c : COLOR0; // color.alpha
half4 f : COLOR1; // factor
float fog : FOG ;
};
#define L_SCALE (1.55)
#define L_SUN_HACK (.7)
vf main (vv v)
{
vf o;
// lerp pos
float factor = v.sun_af.w ;
float4 pos = float4 (lerp(v.pos0,v.pos1,factor),1);
o.hpos = mul (m_VP, pos); // xform, input in world coords
// replicate TCs
o.tc0 = v.tc0;
o.tc1 = v.tc1;
o.tc2 = v.tc0;
o.tc3 = v.tc1;
// calc normal & lighting
float3 normal = normalize (lerp(v.n0,v.n1,factor));
normal.y+= 1;
normal = normalize (normal);
float4 rgbh = lerp (v.rgbh0,v.rgbh1,factor) *L_SCALE;
float sun = lerp (v.sun_af.x, v.sun_af.y, factor) *L_SCALE;
float sun_c = 1 + L_SUN_HACK * dot(normal, L_sun_dir_w); // [1+-delta], normal already inverted
float3 L_rgb = rgbh.rgb; // precalculated RGB lighting
float3 L_hemi = L_hemi_color * rgbh.w; // hemisphere
float3 L_sun = L_sun_color * sun * sun_c; // sun
float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
o.c = float4 (L_final,v.sun_af.z);
o.f = factor ;
o.fog = calc_fogging (pos); // fog, input in world coords
return o ;
}