#include "common.h" #include "skin.h" #include "screenspace_fog.h" struct vf { float2 tc0 : TEXCOORD0; // base float3 tc1 : TEXCOORD1; // environment float3 c0 : COLOR0; // color float fog : FOG; float4 hpos : SV_Position; }; vf _main (v_model v) { vf 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.tc1 = calc_reflection(pos_w, norm_w); o.c0 = calc_model_lq_lighting(float3(0,1,0)); // SSS 14.5 - Improve the illumination a little using a fake normal 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 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