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

41 lines
953 B
HLSL

#include "common.hlsli"
#include "skin.hlsli"
// #define SKIN_2
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0; // base
float4 tc1 : TEXCOORD1; // projected lmap
float3 c0 : COLOR0; // sun-color
float4 c1 : COLOR1; // lq-color + factor
float fog : FOG;
};
vf _main(v_model v)
{
vf o;
float4 pos = v.pos;
float3 pos_w = mul(m_W, pos);
float4 pos_w4 = float4(pos_w, 1);
float3 norm_w = normalize(mul(m_W, v.norm));
o.hpos = mul(m_WVP, pos); // xform, input in world coords
o.tc0 = v.tc.xy; // copy tc
o.tc1 = calc_model_lmap(pos_w); //
o.c0 = calc_sun(norm_w); // sun
o.c1 = float4(calc_model_lq_lighting(norm_w), m_plmap_clamp[0].w);
o.fog = calc_fogging(pos_w4); // fog, input in world coords
#ifdef SKIN_COLOR
o.c1.rgb *= v.rgb_tint;
o.c1.w = 1;
#endif
return o;
}
#define SKIN_VF vf
#include "skin_main.hlsli"