e4s-sdk/gamedata/shaders/d3d11/model_distort4glass.vs.hlsl
2026-06-17 23:06:51 +03:00

70 lines
1.2 KiB
HLSL

#include "common.hlsli"
#include "skin.hlsli"
struct vf
{
float2 tc0 : TEXCOORD0; // base
float4 c0 : COLOR0; // color
float4 hpos : SV_POSITION;
float fog : FOG;
};
vf _main(v_model v)
{
vf o;
o.hpos = mul(m_WVP, v.P); // xform, input in world coords
o.tc0 = v.tc.xy; // copy tc
// calculate fade
float3 dir_v = normalize(mul(m_WV, v.P));
float3 norm_v = normalize(mul((float3x3)m_WV, v.N.xyz));
float fade = 0.9 * abs(dot(dir_v, norm_v));
o.c0 = fade;
o.fog = 1.0f - calc_fogging(float4(mul(m_W, v.P), 1.0f).xyz); // fog, input in world coords
return o;
}
#ifdef SKIN_NONE
vf main(v_model v)
{
return _main(v);
}
#endif
#ifdef SKIN_0
vf main(v_model_skinned_0 v)
{
return _main(skinning_0(v));
}
#endif
#ifdef SKIN_1
vf main(v_model_skinned_1 v)
{
return _main(skinning_1(v));
}
#endif
#ifdef SKIN_2
vf main(v_model_skinned_2 v)
{
return _main(skinning_2(v));
}
#endif
#ifdef SKIN_3
vf main(v_model_skinned_3 v)
{
return _main(skinning_3(v));
}
#endif
#ifdef SKIN_4
vf main(v_model_skinned_4 v)
{
return _main(skinning_4(v));
}
#endif