32 lines
601 B
GLSL
32 lines
601 B
GLSL
#include "common.h"
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#include "screenspace_fog.h"
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struct v_vert
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{
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float4 pos : POSITION; // (float,float,float,1)
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float4 color : COLOR0; // (r,g,b,dir-occlusion)
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};
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struct v2p
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{
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float4 c : COLOR0;
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float fog : FOG;
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float4 hpos : SV_Position;
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};
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v2p main (v_vert v)
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{
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v2p o;
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o.hpos = mul(m_VP, v.pos); // xform, input in world coords
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float fog = saturate(calc_fogging(v.pos)); // fog, input in world coords
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o.fog = SSFX_FOGGING(1.0 - fog, v.pos.y); // Add SSFX Fog
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o.c.rgb = lerp(fog_color, v.color, o.fog * o.fog); // fog blending
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o.c.a = o.fog; // Alpha
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return o;
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}
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FXVS;
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