30 lines
782 B
GLSL
30 lines
782 B
GLSL
#include "common.h"
|
|
#include "shared\wmark.h"
|
|
|
|
struct vf
|
|
{
|
|
float2 tc0 : TEXCOORD0;
|
|
float3 c0 : COLOR0; // c0=all lighting
|
|
float fog : FOG;
|
|
float4 hpos : SV_Position;
|
|
};
|
|
|
|
vf main (v_static v)
|
|
{
|
|
vf o;
|
|
|
|
float3 N = unpack_normal (v.Nh);
|
|
float4 P = wmark_shift (v.P,N);
|
|
o.hpos = mul (m_VP, P); // xform, input in world coords
|
|
o.tc0 = unpack_tc_base (v.tc,v.T.w,v.B.w); // copy tc
|
|
|
|
//float3 L_rgb = v.color.xyz; // precalculated RGB lighting
|
|
//float3 L_hemi = v_hemi(N)*v.norm.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 = 0; //L_final;
|
|
o.fog = saturate(calc_fogging (v.P)); // fog, input in world coords
|
|
|
|
return o;
|
|
}
|