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54 lines
1.7 KiB
V Shell
Executable File
54 lines
1.7 KiB
V Shell
Executable File
//hlsl vs_1_1
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#define textureCoordinateSetMAIN textureCoordinateSet0
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#define DECLARE_textureCoordinateSets \
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float2 textureCoordinateSet0 : TEXCOORD0 : register(v7);
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#include "vertex_program/include/vertex_shader_constants.inc"
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#include "vertex_program/include/functions.inc"
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struct InputVertex
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{
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float4 position : POSITION0 : register(v0);
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float4 normal : NORMAL0 : register(v3);
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DECLARE_textureCoordinateSets
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};
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struct OutputVertex
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{
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float4 position : POSITION0;
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float4 diffuse : COLOR0;
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float fog : FOG;
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float2 textureCoordinateSet0 : TEXCOORD0;
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float falloff : TEXCOORD1;
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};
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OutputVertex main(InputVertex inputVertex)
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{
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OutputVertex outputVertex;
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// transform vertex
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outputVertex.position = transform3d(inputVertex.position);
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// calculate fog
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outputVertex.fog = calculateFog(inputVertex.position);
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// calculate lighting
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outputVertex.diffuse = lightData.ambient.ambientColor;
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outputVertex.diffuse += calculateDiffuseLighting(false, inputVertex.position, inputVertex.normal);
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outputVertex.diffuse = saturate(outputVertex.diffuse);
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// copy texture coordinates
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outputVertex.textureCoordinateSet0 = inputVertex.textureCoordinateSetMAIN;
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//Setup edge softing on cloud layer
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// transform vertex normal from object space to world space to send to ps for lighting
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float3 normal_w = rotateNormalize_o2w(inputVertex.normal);
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// transform view direction from object space to world space to send to ps for env mapping
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float3 viewer_w = calculateViewerDirection_w(inputVertex.position);
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outputVertex.falloff = saturate(dot(normal_w, viewer_w)*6.0f);
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return outputVertex;
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} |