54 lines
1.2 KiB
GLSL
54 lines
1.2 KiB
GLSL
#include "common.h"
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#include "skin.h"
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struct vf
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{
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float2 tc0 : TEXCOORD0; // base
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float4 c0 : COLOR0; // color
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// Igor: for additional depth dest
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#ifdef USE_SOFT_PARTICLES
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float4 tctexgen : TEXCOORD1;
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#endif // USE_SOFT_PARTICLES
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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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o.hpos = mul (m_WVP, v.P); // xform, input in world coords
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o.tc0 = v.tc.xy; // copy tc
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// calculate fade
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float3 dir_v = normalize (mul(m_WV,v.P));
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float3 norm_v = normalize (mul(m_WV,v.N));
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float fade = 0.9*abs (dot(dir_v,norm_v));
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o.c0 = fade;
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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 |