Files
clientdata/vertex_program/c_specmap_vs11.vsh
T
2018-04-24 13:27:52 -04:00

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//hlsl vs_1_1
#define textureCoordinateSetMAIN textureCoordinateSet0
#define DECLARE_textureCoordinateSets \
float2 textureCoordinateSet0 : TEXCOORD0 : register(v7);
#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);
DECLARE_textureCoordinateSets
};
struct OutputVertex
{
float4 position : POSITION0;
float3 diffuse : COLOR0;
float3 specular : COLOR1;
float fog : FOG;
float2 tcs_MAIN : TEXCOORD0;
float2 tcs_SPEC : TEXCOORD1;
};
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_MAIN = inputVertex.textureCoordinateSetMAIN;
// this must be duplicated for ps_1_1
outputVertex.tcs_SPEC = inputVertex.textureCoordinateSetMAIN;
// calculate lighting
DiffuseSpecular diffuseSpecular = calculateDiffuseSpecularLighting(false, inputVertex.position, inputVertex.normal);
outputVertex.diffuse = diffuseSpecular.diffuse + inputVertex.color;
outputVertex.specular = diffuseSpecular.specular * material.specularColor;
return outputVertex;
}