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authorclaude-bot <[email protected]>2026-07-13 12:40:03 +0000
committerclaude-bot <[email protected]>2026-07-13 12:40:03 +0000
commit847962910f0bff071f3bf07c9abb87764fb6cac3 (patch)
treeddcd429e134c7fd5f72ddc97ced175de8d66fcd0 /src/d3d/shaders/matfx_env_VS.hlsl
downloadlibrw-master.tar.gz
librw-master.zip
Import aap/librw @ masterHEADmaster
Snapshot for re3/reVC vendoring, per @lzcnt. Source: https://github.com/aap/librw (master).
Diffstat (limited to 'src/d3d/shaders/matfx_env_VS.hlsl')
-rw-r--r--src/d3d/shaders/matfx_env_VS.hlsl59
1 files changed, 59 insertions, 0 deletions
diff --git a/src/d3d/shaders/matfx_env_VS.hlsl b/src/d3d/shaders/matfx_env_VS.hlsl
new file mode 100644
index 0000000..31b674c
--- /dev/null
+++ b/src/d3d/shaders/matfx_env_VS.hlsl
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+#include "standardConstants.h"
+
+float4x4 texMat : register(c41);
+float4 colorClamp : register(c45);
+float4 envColor : register(c46);
+
+struct VS_in
+{
+ float4 Position : POSITION;
+ float3 Normal : NORMAL;
+ float2 TexCoord : TEXCOORD0;
+ float4 Prelight : COLOR0;
+};
+
+struct VS_out {
+ float4 Position : POSITION;
+ float3 TexCoord0 : TEXCOORD0; // also fog
+ float2 TexCoord1 : TEXCOORD1;
+ float4 Color : COLOR0;
+ float4 EnvColor : COLOR1;
+};
+
+
+VS_out main(in VS_in input)
+{
+ VS_out output;
+
+ output.Position = mul(combinedMat, input.Position);
+ float3 V = mul(worldMat, input.Position).xyz;
+ float3 N = mul(normalMat, input.Normal);
+
+ output.TexCoord0.xy = input.TexCoord;
+ output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy;
+
+ output.Color = input.Prelight;
+ output.Color.rgb += ambientLight.rgb * surfAmbient;
+
+ int i;
+#ifdef DIRECTIONALS
+ for(i = 0; i < numDirLights; i++)
+ output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
+#endif
+#ifdef POINTLIGHTS
+ for(i = 0; i < numPointLights; i++)
+ output.Color.xyz += DoPointLight(lights[i+firstPointLight], V, N)*surfDiffuse;
+#endif
+#ifdef SPOTLIGHTS
+ for(i = 0; i < numSpotLights; i++)
+ output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], V, N)*surfDiffuse;
+#endif
+ // PS2 clamps before material color
+ output.Color = clamp(output.Color, 0.0, 1.0);
+ output.EnvColor = max(output.Color, colorClamp) * envColor;
+ output.Color *= matCol;
+
+ output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
+
+ return output;
+}