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

29 lines
749 B
HLSL

#include "common.hlsli"
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0;
float3 c0 : COLOR0; // c0=all lighting
float fog : FOG;
};
vf main(v_vert v)
{
vf o;
float3 N = unpack_normal(v.N);
o.hpos = mul(m_VP, v.P); // xform, input in world coords
o.tc0 = unpack_tc_base(v.uv, v.T.w, v.B.w); // copy tc
// o.tc0 = unpack_tc_base (v.tc); // copy tc
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.c0 = L_final;
o.fog = calc_fogging(v.P); // fog, input in world coords
return o;
}