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clientdata/vertex_program/terrain_dot3_vs20_blend2.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);
float4 color : COLOR0 : register(v5);
float2 textureCoordinateSet0 : TEXCOORD0 : register(v7);
float2 textureCoordinateSet1 : TEXCOORD1 : register(v8);
float2 textureCoordinateSet2 : TEXCOORD2 : register(v9);
};
struct OutputVertex
{
float4 position : POSITION0;
float4 diffuse : COLOR0;
float4 dot3Color : COLOR1;
float fog : FOG;
float3 lightDirection_t : TEXCOORD0;
float2 textureCoordinateSet1 : TEXCOORD1;
float2 textureCoordinateSet2 : TEXCOORD2;
float2 textureCoordinateSet3 : TEXCOORD3;
float emissive : TEXCOORD4;
float3 eyeVector_t : TEXCOORD5;
};
OutputVertex main(InputVertex inputVertex)
{
OutputVertex outputVertex;
// transform vertex
outputVertex.position = transform3d(inputVertex.position);
// calculate fog
outputVertex.fog = calculateFog(inputVertex.position);
// calculate lighting
outputVertex.diffuse = lightData.ambient.ambientColor;
outputVertex.diffuse += calculateDiffuseLighting(true, inputVertex.position, inputVertex.normal);
outputVertex.diffuse = min(outputVertex.diffuse, 1.0f) * inputVertex.color;
// pass vertex color along for per-pixel lighting.
outputVertex.dot3Color = inputVertex.color;
// copy texture coordinates
outputVertex.lightDirection_t = transformTerrainDot3LightDirection(inputVertex.normal);
outputVertex.textureCoordinateSet1 = inputVertex.textureCoordinateSet0;
outputVertex.textureCoordinateSet2 = inputVertex.textureCoordinateSet1;
outputVertex.textureCoordinateSet3 = inputVertex.textureCoordinateSet2;
outputVertex.emissive = intensity(material.emissiveColor);
outputVertex.eyeVector_t = transformTerrainDot3(normalize(lightData.dot3[0].cameraPosition_o - inputVertex.position), inputVertex.normal);
return outputVertex;
}