63 lines
1.3 KiB
GLSL
63 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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/*
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struct vf
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{
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float2 tc0 : TEXCOORD0; // base
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float3 c0 : COLOR0; // color
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float fog : FOG;
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float4 hpos : POSITION;
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};
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*/
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struct v2p
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{
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float2 tc0 : TEXCOORD0; // base
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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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v2p _main(v_model v)
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{
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v2p 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.c0 = calc_model_lq_lighting( norm_w );
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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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v2p main(v_model v) { return _main(v); }
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#endif
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#ifdef SKIN_0
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v2p 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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v2p 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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v2p 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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v2p 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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v2p main(v_model_skinned_4 v) { return _main(skinning_4(v)); }
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#endif |