Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/model_def_lq.vs

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2024-03-17 20:18:03 -04:00
#include "common.h"
#include "skin.h"
#include "screenspace_fog.h"
/*
struct vf
{
float2 tc0 : TEXCOORD0; // base
float3 c0 : COLOR0; // color
float fog : FOG;
float4 hpos : POSITION;
};
*/
struct v2p
{
float2 tc0 : TEXCOORD0; // base
float3 c0 : COLOR0; // color
float fog : FOG;
float4 hpos : SV_Position;
};
v2p _main(v_model v)
{
v2p o;
float4 pos = v.P;
float3 pos_w = mul( m_W, pos );
float3 norm_w = normalize( mul( m_W, v.N ) );
o.hpos = mul( m_WVP, pos ); // xform, input in world coords
o.tc0 = v.tc.xy; // copy tc
o.c0 = calc_model_lq_lighting( norm_w );
o.fog = saturate(calc_fogging( float4( pos_w, 1 ) )); // fog, input in world coords
o.fog = SSFX_FOGGING(1.0 - o.fog, pos.y); // Add SSFX Fog
return o;
}
/////////////////////////////////////////////////////////////////////////
#ifdef SKIN_NONE
v2p main(v_model v) { return _main(v); }
#endif
#ifdef SKIN_0
v2p main(v_model_skinned_0 v) { return _main(skinning_0(v)); }
#endif
#ifdef SKIN_1
v2p main(v_model_skinned_1 v) { return _main(skinning_1(v)); }
#endif
#ifdef SKIN_2
v2p main(v_model_skinned_2 v) { return _main(skinning_2(v)); }
#endif
#ifdef SKIN_3
v2p main(v_model_skinned_3 v) { return _main(skinning_3(v)); }
#endif
#ifdef SKIN_4
v2p main(v_model_skinned_4 v) { return _main(skinning_4(v)); }
#endif