39 lines
1 KiB
GLSL
39 lines
1 KiB
GLSL
#include "common.h"
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struct v_lmap
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{
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float4 pos : POSITION; // (float,float,float,1)
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float4 norm : NORMAL; // (nx,ny,nz,hemi occlusion)
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float2 tc0 : TEXCOORD0; // (base)
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float2 tc1 : TEXCOORD1; // (lmap/compressed)
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};
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struct vf
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{
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float4 hpos : POSITION;
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float2 tc0 : TEXCOORD0;
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float2 tc1 : TEXCOORD1;
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float2 tch : TEXCOORD2;
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float3 tc2 : TEXCOORD3;
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float4 c0 : COLOR0; // c0=hemi+v-lights, c0.a = dt*
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float3 c1 : COLOR1; // c1=sun, c1.a = dt+
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float fog : FOG;
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};
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vf main_vs_2_0 (v_static v)
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{
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vf o;
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float3 pos_w = v.P;
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float3 norm_w = normalize(unpack_normal(v.Nh));
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o.hpos = mul (m_VP, v.P); // xform, input in world coords
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o.tc0 = unpack_tc_base (v.tc,v.T.w,v.B.w); // copy tc
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o.tc1 = unpack_tc_lmap (v.lmh); // copy tc
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o.tch = o.tc1;
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o.tc2 = calc_reflection (pos_w, norm_w);
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o.fog = saturate(calc_fogging (v.P)); // fog, input in world coords
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o.c0 = half4(v_hemi(norm_w),o.fog); // just hemisphere
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o.c1 = v_sun (norm_w); // sun
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return o;
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}
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