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clientdata/vertex_program/a_2blend_specmap_dirt_vs20.vsh
T
2018-04-24 13:27:52 -04:00

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//hlsl vs_2_0
#define textureCoordinateSetDTLA textureCoordinateSet0
#define textureCoordinateSetDTLB textureCoordinateSet1
#define textureCoordinateSetMASK textureCoordinateSet2
#define textureCoordinateSetDIRT textureCoordinateSet3
#define textureCoordinateSetSPEC textureCoordinateSet4
#define DECLARE_textureCoordinateSets \
float2 textureCoordinateSet0 : TEXCOORD0 : register(v7);\
float2 textureCoordinateSet1 : TEXCOORD1 : register(v8);\
float2 textureCoordinateSet2 : TEXCOORD2 : register(v9);\
float2 textureCoordinateSet3 : TEXCOORD3 : register(v10);\
float2 textureCoordinateSet4 : TEXCOORD4 : register(v11);
#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_DTLA : TEXCOORD0;
float2 tcs_DTLB : TEXCOORD1;
float2 tcs_MASK : TEXCOORD2;
float2 tcs_DIRT : TEXCOORD3;
float2 tcs_SPEC : TEXCOORD4;
float3 normal_o : TEXCOORD5;
float3 halfAngle_o : 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_DTLA = inputVertex.textureCoordinateSetDTLA;
outputVertex.tcs_DTLB = inputVertex.textureCoordinateSetDTLB;
outputVertex.tcs_MASK = inputVertex.textureCoordinateSetMASK;
outputVertex.tcs_DIRT = inputVertex.textureCoordinateSetDIRT;
outputVertex.tcs_SPEC = inputVertex.textureCoordinateSetSPEC;
// calculate lighting
outputVertex.diffuse = lightData.ambient.ambientColor;
outputVertex.diffuse += calculateDiffuseLighting(true, inputVertex.position, inputVertex.normal);
// calculate lighting
DiffuseSpecular diffuseSpecular = calculateDiffuseSpecularLighting(true, inputVertex.position, inputVertex.normal);
outputVertex.diffuse = lightData.ambient.ambientColor + diffuseSpecular.diffuse;
outputVertex.specular = diffuseSpecular.specular * material.specularColor;
// setup for per-pixel specular lighting
outputVertex.normal_o = inputVertex.normal;
//Get view direction and compute half-angle
outputVertex.halfAngle_o = calculateHalfAngle_o(inputVertex.position);
return outputVertex;
}