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clientdata/vertex_program/spec_light_pass_pp_vs20.vsh
T
2018-04-24 13:27:52 -04:00

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//hlsl vs_2_0
#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);
};
struct OutputVertex
{
float4 position : POSITION0;
float3 specular : COLOR0;
float fog : FOG;
float3 normal_o : TEXCOORD0;
float3 halfAngle_o : TEXCOORD1;
};
OutputVertex main(InputVertex inputVertex)
{
OutputVertex outputVertex;
// transform vertex
outputVertex.position = transform3d(inputVertex.position);
// calculate fog
outputVertex.fog = calculateFog(inputVertex.position);
// calculate lighting
DiffuseSpecular diffuseSpecular = calculateDiffuseSpecularLighting(true, inputVertex.position, inputVertex.normal);
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;
}