60 lines
1.1 KiB
GLSL
60 lines
1.1 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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float4 hpos : SV_Position;
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float2 tc0 : TEXCOORD0;
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float3 w_pos : POSITION1;
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float3 w_nrm : NORMAL1;
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float3 v_pos : POSITION0;
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float3 v_nrm : NORMAL0;
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float3 T : TANGENT0;
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float3 B : BINORMAL0;
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float3 N : NORMAL2;
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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);
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o.tc0 = v.tc.xy;
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o.w_pos = mul(m_W, v.P).xyz;
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o.w_nrm = mul(m_W, v.N).xyz;
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o.v_pos = mul(m_WV, v.P).xyz;
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o.v_nrm = mul(m_WV, v.N).xyz;
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o.T = mul(m_W, v.T).xyz;
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o.B = mul(m_W, v.B).xyz;
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o.N = mul(m_W, v.N).xyz;
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return o;
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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
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