diff options
Diffstat (limited to 'src/d3d/shaders/matfx_env_VS.hlsl')
| -rw-r--r-- | src/d3d/shaders/matfx_env_VS.hlsl | 59 |
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 @@ -0,0 +1,59 @@ +#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; +} |
