Files
clientdata/vertex_program/specmap_bump_light_pass_vs20.vsh
T
2018-04-24 13:27:52 -04:00

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1.9 KiB
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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 : NORMAL0 : register(v3);
DECLARE_textureCoordinateSets
};
struct OutputVertex
{
float4 position : POSITION0;
float3 specular : COLOR0;
float fog : FOG;
float2 tcs_SPEC : TEXCOORD0;
float2 tcs_NRML : TEXCOORD1;
float3 directionToLight_t : TEXCOORD2;
float3 halfAngle_t : TEXCOORD3;
};
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;
// copy texture coordinates
outputVertex.tcs_SPEC = inputVertex.textureCoordinateSetMAIN;
outputVertex.tcs_NRML = inputVertex.textureCoordinateSetNRML;
// setup for per-pixel lighting
outputVertex.directionToLight_t = calculateDot3LightDirection_t(inputVertex.normal, inputVertex.textureCoordinateSetDOT3);
outputVertex.halfAngle_t = calculateHalfAngle_t(inputVertex.position, inputVertex.normal, inputVertex.textureCoordinateSetDOT3);
return outputVertex;
}