Files
clientdata-old/vertex_program/a_envmask_bump_vs20_for_ps20.vsh
2018-04-24 13:27:52 -04:00

67 lines
2.4 KiB
V Shell
Executable File

//hlsl vs_2_0
#define textureCoordinateSetMAIN textureCoordinateSet0
#define textureCoordinateSetNRML textureCoordinateSet1
#define textureCoordinateSetDOT3 textureCoordinateSet2
#define DECLARE_textureCoordinateSets \
float2 textureCoordinateSet0 : TEXCOORD0 : register(v7); \
float2 textureCoordinateSet1 : TEXCOORD1 : register(v8); \
float4 textureCoordinateSet2 : TEXCOORD2 : register(v9);
#include "vertex_program/include/vertex_shader_constants.inc"
#include "vertex_program/include/functions.inc"
struct InputVertex
{
float4 position : POSITION0 : register(v0);
float4 normal_o : NORMAL0 : register(v3);
DECLARE_textureCoordinateSets
};
struct OutputVertex
{
float4 position : POSITION0;
float4 diffuse : COLOR0;
float fog : FOG;
float2 tcs_MAIN : TEXCOORD0;
float2 tcs_NRML : TEXCOORD1;
float3 lightDirection_t : TEXCOORD2;
float3 fromViewer_w : TEXCOORD3;
float3 textureToWorld_row0 : TEXCOORD4;
float3 textureToWorld_row1 : TEXCOORD5;
float3 textureToWorld_row2 : TEXCOORD6;
};
OutputVertex main(InputVertex inputVertex)
{
OutputVertex outputVertex;
// transform vertex
outputVertex.position = transform3d(inputVertex.position);
// calculate fog
outputVertex.fog = calculateFog(inputVertex.position);
// copy texture coordinates
outputVertex.tcs_MAIN = inputVertex.textureCoordinateSetMAIN;
outputVertex.tcs_NRML = inputVertex.textureCoordinateSetNRML;
// calculate lighting
outputVertex.diffuse = lightData.ambient.ambientColor;
outputVertex.diffuse += calculateDiffuseLighting(true, inputVertex.position, inputVertex.normal_o);
// setup for per-pixel lighting
outputVertex.lightDirection_t = calculateDot3LightDirection_t(inputVertex.normal_o, inputVertex.textureCoordinateSetDOT3);
// transform view direction from object space to world space to send to ps for env mapping
outputVertex.fromViewer_w = calculateViewerDirection_w(inputVertex.position);
// create matrix for cube map lookup
float3x3 textureToWorld = calculateTextureToWorldTransform (inputVertex.normal_o, inputVertex.textureCoordinateSetDOT3);
outputVertex.textureToWorld_row0 = textureToWorld[0];
outputVertex.textureToWorld_row1 = textureToWorld[1];
outputVertex.textureToWorld_row2 = textureToWorld[2];
return outputVertex;
}