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clientdata-old/vertex_program/a_specmap_bump_vs11_for_ps11.vsh
2018-04-24 13:27:52 -04:00

63 lines
2.5 KiB
V Shell
Executable File

//hlsl vs_1_1
#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 : NORMAL0 : register(v3);
DECLARE_textureCoordinateSets
};
struct OutputVertex
{
float4 position : POSITION0;
float3 diffuse : COLOR0;
float3 specular : COLOR1;
float fog : FOG;
float2 tcs_MAIN : TEXCOORD0;
float2 tcs_NRML : TEXCOORD1;
float3 biasedLightDirection_t : TEXCOORD2;
float3 biasedHalfAngle_t : TEXCOORD3;
};
OutputVertex main(InputVertex inputVertex)
{
OutputVertex outputVertex;
// transform vertex
outputVertex.position = transform3d(inputVertex.position);
// calculate fog
outputVertex.fog = calculateFog(inputVertex.position);
// calculate lighting
//*** Calculate only diffuse for ps1.1. The second specular is thrown out because we end up too any instructions otherwise
//DiffuseSpecular diffuseSpecular = calculateDiffuseSpecularLighting(true, inputVertex.position, inputVertex.normal_o);
//outputVertex.diffuse = lightData.ambient.ambientColor + diffuseSpecular.diffuse;
//outputVertex.specular = diffuseSpecular.specular * material.specularColor;
outputVertex.diffuse = lightData.ambient.ambientColor;
outputVertex.diffuse += calculateDiffuseLighting(true, inputVertex.position, inputVertex.normal);
outputVertex.specular = float4(0.0, 0.0, 0.0, 0.0);
// copy texture coordinates
outputVertex.tcs_MAIN = inputVertex.textureCoordinateSetMAIN;
outputVertex.tcs_NRML = inputVertex.textureCoordinateSetNRML;
// setup for per-pixel lighting
// leave normal into -1..1 because we are using the ps1.1 texm instructions that handle it that way
outputVertex.biasedLightDirection_t = calculateDot3LightDirection_t(inputVertex.normal, inputVertex.textureCoordinateSetDOT3);
outputVertex.biasedHalfAngle_t = calculateHalfAngle_t(inputVertex.position, inputVertex.normal, inputVertex.textureCoordinateSetDOT3);
return outputVertex;
}