#include "common.h" #include "skin.h" v2p_flat _main( v_model I, float3 psp ) { // world-space N float3 N_w = mul( m_W, I.N ); // Eye-space pos/normal v2p_flat O; float3 Pe = mul( m_WV, I.P ); O.hpos = mul( m_WVP, I.P ); O.N = mul( (float3x3)m_WV, (float3)I.N ); O.tcdh = float4( I.tc.xyyy ); // Hemi cube lighting float3 Nw = mul ((float3x3)m_W, (float3)I.N); float3 hc_pos = (float3)hemi_cube_pos_faces; float3 hc_neg = (float3)hemi_cube_neg_faces; float3 hc_mixed= (Nw < 0) ? hc_neg : hc_pos; float hemi_val= dot( hc_mixed, abs(Nw) ); hemi_val = saturate(hemi_val); O.position = float4(Pe, hemi_val); //Use L_material.x for old behaviour; #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) O.tcdh.w = L_material.y; // (,,,dir-occlusion) #endif #ifdef USE_TDETAIL O.tcdbump = O.tcdh*dt_params; // dt tc #endif // HUD Rain drops - SSS Update 17 // https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/ if (!all(psp)) O.RDrops.xyz = I.P.xyz; else O.RDrops.xyz = psp; O.RDrops.w = Nw.y; // Normal-Y [ World Space ] return O; } ///////////////////////////////////////////////////////////////////////// #ifdef SKIN_NONE v2p_flat main(v_model v) { return _main(v, 0); } #endif #ifdef SKIN_0 v2p_flat main(v_model_skinned_0 v) { return _main(skinning_0(v), v.P); } #endif #ifdef SKIN_1 v2p_flat main(v_model_skinned_1 v) { return _main(skinning_1(v), v.P); } #endif #ifdef SKIN_2 v2p_flat main(v_model_skinned_2 v) { return _main(skinning_2(v), v.P); } #endif #ifdef SKIN_3 v2p_flat main(v_model_skinned_3 v) { return _main(skinning_3(v), v.P); } #endif #ifdef SKIN_4 v2p_flat main(v_model_skinned_4 v) { return _main(skinning_4(v), v.P); } #endif FXVS;