41 lines
882 B
GLSL
41 lines
882 B
GLSL
#include "common.h"
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struct vi
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{
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float4 p : POSITION;
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float4 c : COLOR0;
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float3 tc0 : TEXCOORD0;
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float3 tc1 : TEXCOORD1;
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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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float4 tc0 : TEXCOORD0;
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float3 tc1 : TEXCOORD1;
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float4 hpos : SV_Position;
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};
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v2p main (vi v)
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{
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v2p o;
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//v.c.rgb = v.c.bgr; // fix skybox color
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float4 tpos = float4(2000*v.p.x, 2000*v.p.y, 2000*v.p.z, 2000*v.p.w);
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o.hpos = mul (m_WVP, tpos);
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o.hpos.z = o.hpos.w;
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o.tc0.xyz = v.tc0; // copy tc
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o.tc1.xyz = v.tc1; // copy tc
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float scale = s_tonemap.Load(int3(0,0,0) ).x;
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float3 tint = v.c.rgb * 1.25;
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//float3 tint = 1.0;
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//float3 tint = env_color.rgb;
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//float3 tint = fog_color.rgb * 2.0;
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o.c = float4(tint, v.c.a ); // copy color, pre-scale by tonemap //float4 (v.c.rgb*scale*2, v.c.a );
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o.tc0.w = scale;
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return o;
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} |