56 lines
1.3 KiB
GLSL
56 lines
1.3 KiB
GLSL
#include "common.h"
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#include "skin.h"
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#include "screenspace_fog.h"
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struct vf
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{
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float2 tc0 : TEXCOORD0; // base
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float3 tc1 : TEXCOORD1; // environment
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float3 c0 : COLOR0; // color
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float fog : FOG;
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float4 hpos : SV_Position;
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};
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vf _main (v_model v)
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{
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vf o;
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float4 pos = v.P;
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float3 pos_w = mul(m_W, pos);
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float3 norm_w = normalize(mul(m_W,v.N));
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o.hpos = mul(m_WVP, pos); // xform, input in world coords
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o.tc0 = v.tc.xy; // copy tc
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o.tc1 = calc_reflection(pos_w, norm_w);
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o.c0 = calc_model_lq_lighting(float3(0,1,0)); // SSS 14.5 - Improve the illumination a little using a fake normal
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o.fog = saturate(calc_fogging(float4(pos_w,1)) ); // fog, input in world coords
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o.fog = SSFX_FOGGING(1.0 - o.fog, pos.y); // Add SSFX Fog
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return o;
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}
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/////////////////////////////////////////////////////////////////////////
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#ifdef SKIN_NONE
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vf main(v_model v) { return _main(v); }
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#endif
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#ifdef SKIN_0
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vf main(v_model_skinned_0 v) { return _main(skinning_0(v)); }
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#endif
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#ifdef SKIN_1
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vf main(v_model_skinned_1 v) { return _main(skinning_1(v)); }
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#endif
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#ifdef SKIN_2
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vf main(v_model_skinned_2 v) { return _main(skinning_2(v)); }
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#endif
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#ifdef SKIN_3
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vf main(v_model_skinned_3 v) { return _main(skinning_3(v)); }
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#endif
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#ifdef SKIN_4
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vf main(v_model_skinned_4 v) { return _main(skinning_4(v)); }
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#endif |