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

73 lines
1.7 KiB
GLSL

#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;