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

33 lines
860 B
GLSL

#include "common.h"
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0;
float2 tc1 : TEXCOORD1;
float2 tch : TEXCOORD2;
float3 tc2 : TEXCOORD3;
float3 c0 : COLOR0; // c0=hemi+v-lights, c0.a = dt*
float3 c1 : COLOR1; // c1=sun, c1.a = dt+
float fog : FOG;
};
vf main (v_lmap v)
{
vf o;
float3 pos_w = v.P;
float3 norm_w = normalize (unpack_normal(v.N));
o.hpos = mul (m_VP, v.P); // xform, input in world coords
o.tc0 = unpack_tc_base (v.uv0,v.T.w,v.B.w); // copy tc
// o.tc0 = unpack_tc_base (v.tc0); // copy tc
o.tc1 = unpack_tc_lmap (v.uv1); // copy tc
o.tch = o.tc1;
o.tc2 = calc_reflection (pos_w, norm_w);
o.c0 = v_hemi(norm_w); // just hemisphere
o.c1 = v_sun (norm_w); // sun
o.fog = calc_fogging (v.P); // fog, input in world coords
return o;
}