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| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/extras/shaders/default_UV2_VS.hlsl | |
| download | re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.tar.gz re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.zip | |
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt.
Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/extras/shaders/default_UV2_VS.hlsl')
| -rw-r--r-- | src/extras/shaders/default_UV2_VS.hlsl | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/src/extras/shaders/default_UV2_VS.hlsl b/src/extras/shaders/default_UV2_VS.hlsl new file mode 100644 index 0000000..e78a990 --- /dev/null +++ b/src/extras/shaders/default_UV2_VS.hlsl @@ -0,0 +1,54 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float2 TexCoord1 : TEXCOORD1; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + output.TexCoord1.xy = input.TexCoord1; + + 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; +} |
