#include "standardConstants.h" float4x3 boneMatrices[64] : register(c41); struct VS_in { float4 Position : POSITION; float3 Normal : NORMAL; float2 TexCoord : TEXCOORD0; float4 Prelight : COLOR0; float4 Weights : BLENDWEIGHT; int4 Indices : BLENDINDICES; }; struct VS_out { float4 Position : POSITION; float3 TexCoord0 : TEXCOORD0; // also fog float4 Color : COLOR0; }; VS_out main(in VS_in input) { VS_out output; int j; float3 SkinVertex = float3(0.0, 0.0, 0.0); float3 SkinNormal = float3(0.0, 0.0, 0.0); for(j = 0; j < 4; j++){ SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; } output.Position = mul(combinedMat, float4(SkinVertex, 1.0)); float3 Vertex = mul(worldMat, float4(SkinVertex, 1.0)).xyz; float3 Normal = mul(normalMat, SkinNormal); output.TexCoord0.xy = input.TexCoord; 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], Normal)*surfDiffuse; #endif #ifdef POINTLIGHTS for(i = 0; i < numPointLights; i++) output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; #endif #ifdef SPOTLIGHTS for(i = 0; i < numSpotLights; i++) output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; #endif // PS2 clamps before material color output.Color = clamp(output.Color, 0.0, 1.0); output.Color *= matCol; output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); return output; }