Divergent/mods/Parallax Reflex Sights/gamedata/shaders/r3/parallax_mark.vs

50 lines
966 B
GLSL

#include "common.h"
#include "skin.h"
// Vertex to Pixel struct
struct vf
{
float2 tc0 : TEXCOORD0;
float3 v_pos : TEXCOORD1;
float3 v_nrm : TEXCOORD2;
float4 hpos : SV_Position;
};
vf _main (v_model v)
{
vf o;
o.hpos = mul(m_WVP, v.P); // Homogenous position
o.tc0 = v.tc.xy; //Texture coordinates
o.v_pos = mul(m_WV, v.P).xyz; // Position in view space
o.v_nrm = mul(m_WV, v.N).xyz; // Normal in view space
return o;
}
//Skinning
#ifdef SKIN_NONE
vf main(v_model v) { return _main(v); }
#endif
#ifdef SKIN_0
vf main(v_model_skinned_0 v) { return _main(skinning_0(v)); }
#endif
#ifdef SKIN_1
vf main(v_model_skinned_1 v) { return _main(skinning_1(v)); }
#endif
#ifdef SKIN_2
vf main(v_model_skinned_2 v) { return _main(skinning_2(v)); }
#endif
#ifdef SKIN_3
vf main(v_model_skinned_3 v) { return _main(skinning_3(v)); }
#endif
#ifdef SKIN_4
vf main(v_model_skinned_4 v) { return _main(skinning_4(v)); }
#endif