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

35 lines
956 B
GLSL

#include "common.h"
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0;
float2 tc1 : TEXCOORD1; // detail
float4 c0 : COLOR0; // c0=all lighting
float4 c1 : COLOR1; // ps_1_1 read ports
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
o.tc1 = o.tc0*dt_params; // dt 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;
float2 dt = calc_detail (v.P);
o.c0 = float4(L_final.x,L_final.y,L_final.z,dt.x);
o.c1 = dt.y; //
o.fog = calc_fogging (v.P); // fog, input in world coords
return o;
}