#include "common.h" #include "skin.h" struct vf { float2 tc0 : TEXCOORD0; // base float4 c0 : COLOR0; // color // Igor: for additional depth dest #ifdef USE_SOFT_PARTICLES float4 tctexgen : TEXCOORD1; #endif // USE_SOFT_PARTICLES float4 hpos: SV_Position; }; vf _main (v_model v) { vf o; o.hpos = mul (m_WVP, v.P); // xform, input in world coords o.tc0 = v.tc.xy; // copy tc // calculate fade float3 dir_v = normalize (mul(m_WV,v.P)); float3 norm_v = normalize (mul(m_WV,v.N)); float fade = 0.9*abs (dot(dir_v,norm_v)); o.c0 = fade; return o; } ///////////////////////////////////////////////////////////////////////// #ifdef SKIN_NONE vf main(v_model v) { return _main(v); } #endif #ifdef SKIN_0 vf main(v_model_skinned_0 v) { return _main(skinning_0(v)); } #endif #ifdef SKIN_1 vf main(v_model_skinned_1 v) { return _main(skinning_1(v)); } #endif #ifdef SKIN_2 vf main(v_model_skinned_2 v) { return _main(skinning_2(v)); } #endif #ifdef SKIN_3 vf main(v_model_skinned_3 v) { return _main(skinning_3(v)); } #endif #ifdef SKIN_4 vf main(v_model_skinned_4 v) { return _main(skinning_4(v)); } #endif