e4s-sdk/gamedata/shaders/r2/lod.vs.hlsl
2026-06-17 23:06:51 +03:00

47 lines
1 KiB
HLSL

#include "common.hlsli"
struct vv
{
float3 pos0 : POSITION0;
float3 pos1 : POSITION1;
float3 n0 : NORMAL0;
float3 n1 : NORMAL1;
float2 tc0 : TEXCOORD0;
float2 tc1 : TEXCOORD1;
float4 rgbh0 : TEXCOORD2; // rgb.h
float4 rgbh1 : TEXCOORD3; // rgb.h
float4 sun_af : COLOR0; // x=sun_0, y=sun_1, z=alpha, w=factor
};
struct vf
{
float4 hpos : POSITION;
float3 Pe : TEXCOORD0;
float2 tc0 : TEXCOORD1; // base0
float2 tc1 : TEXCOORD2; // base1
float4 af : COLOR1; // alpha&factor
};
#define L_SCALE (2.0h * 1.55h)
vf main(vv I)
{
vf o;
// lerp pos
float factor = I.sun_af.w;
float4 pos = float4(lerp(I.pos0, I.pos1, factor), 1);
float h = lerp(I.rgbh0.w, I.rgbh1.w, factor) * L_SCALE;
o.hpos = mul(m_VP, pos); // xform, input in world coords
o.Pe = mul(m_V, pos);
// replicate TCs
o.tc0 = I.tc0;
o.tc1 = I.tc1;
// calc normal & lighting
o.af = float4(h, h, I.sun_af.z, factor);
return o;
}
FXVS;