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authorclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
committerclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
commit9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch)
treea84756b82513739a2672db3a1f0ec579db6d18ff /src/extras/shaders/neoRim_VS.hlsl
downloadre3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.tar.gz
re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.zip
Import Cai1Hsu/re3 @ miami (reVC / GTA:VC decompilation)HEADmiami
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/neoRim_VS.hlsl')
-rw-r--r--src/extras/shaders/neoRim_VS.hlsl61
1 files changed, 61 insertions, 0 deletions
diff --git a/src/extras/shaders/neoRim_VS.hlsl b/src/extras/shaders/neoRim_VS.hlsl
new file mode 100644
index 0000000..7f95166
--- /dev/null
+++ b/src/extras/shaders/neoRim_VS.hlsl
@@ -0,0 +1,61 @@
+#include "standardConstants.h"
+
+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
+ float4 Color : COLOR0;
+};
+
+float3 viewVec : register(c233);
+float4 rampStart : register(c234);
+float4 rampEnd : register(c235);
+float3 rimData : register(c236);
+
+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.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
+
+ // rim light
+ float f = rimData.x - rimData.y*dot(Normal, viewVec);
+ float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z);
+ output.Color.xyz += rimlight.xyz;
+
+ // 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;
+}