e4s-sdk/gamedata/shaders/r3/sky2.vs
2026-06-17 23:06:51 +03:00

35 lines
No EOL
1 KiB
GLSL

#include "common.h"
struct vi
{
float4 p : POSITION;
float4 c : COLOR0;
float3 tc0 : TEXCOORD0;
float3 tc1 : TEXCOORD1;
};
struct v2p
{
float4 c : COLOR0;
float3 tc0 : TEXCOORD0;
float3 tc1 : TEXCOORD1;
float4 hpos : SV_Position;
};
v2p main (vi v)
{
v2p o;
float4 tpos = mul (1000, v.p);
o.hpos = mul (m_WVP, tpos); // xform, input in world coords, 1000 - magic number
o.hpos.z = o.hpos.w;
o.tc0 = v.tc0; // copy tc
o.tc1 = v.tc1; // copy tc
// float scale = tex2Dlod (s_tonemap,float4(.5,.5,.5,.5)).x ;
float scale = s_tonemap.Load( int3(0,0,0) ).x;
// float scale = s_tonemap.Load( int3(1,1,0) ).x;
// o.c = float4 ( v.c.rgb*(scale*1.7), v.c.a ); // copy color, pre-scale by tonemap //float4 ( v.c.rgb*scale*2, v.c.a );
o.c = float4 ( v.c.rgb*(scale*2.0), v.c.a ); // copy color, pre-scale by tonemap //float4 ( v.c.rgb*scale*2, v.c.a );
return o;
}