Divergent/mods/Atmospherics/gamedata/shaders/r3/sky2.vs

41 lines
882 B
GLSL

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