41 lines
986 B
GLSL
41 lines
986 B
GLSL
#include "common.h"
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#include "shared\waterconfig.h"
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#include "shared\watermove.h"
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struct vf
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{
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float4 hpos : POSITION ;
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float2 tbase : TEXCOORD0 ;
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float3 tenv : TEXCOORD1 ;
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float4 c0 : COLOR0 ; // c0=all lighting, c0.a = refl amount
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float fog : FOG;
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};
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vf main (v_vert v)
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{
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vf o;
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float4 P = v.P;
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float3 N = unpack_normal (v.N);
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P = watermove (P);
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float2 tc_base = unpack_tc_base (v.uv,v.T.w,v.B.w); // copy tc
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float amount ;
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float3 tc_refl = waterrefl (amount, P,N);
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o.tbase = tc_base;
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o.tenv = tc_refl;
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float3 L_rgb = v.color.xyz; // precalculated RGB lighting
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float3 L_hemi = v_hemi(N)*v.N.w; // hemisphere
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float3 L_sun = v_sun(N)*v.color.w; // sun
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float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
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o.hpos = mul (m_VP, P); // xform, input in world coords
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o.c0 = float4 (L_final,amount);
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o.fog = calc_fogging (P); // fog, input in world coords
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return o;
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}
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