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56 lines
1.7 KiB
V Shell
Executable File
56 lines
1.7 KiB
V Shell
Executable File
//hlsl vs_2_0
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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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float4 color : COLOR0 : register(v5);
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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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float3 diffuse : COLOR0;
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float3 specular : COLOR1;
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float fog : FOG;
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float2 tcs_MAIN : TEXCOORD0;
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float3 normal_o : TEXCOORD1;
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float3 halfAngle_o : TEXCOORD2;
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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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// copy texture coordinates
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outputVertex.tcs_MAIN = inputVertex.textureCoordinateSetMAIN;
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// calculate lighting
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DiffuseSpecular diffuseSpecular = calculateDiffuseSpecularLighting(true, inputVertex.position, inputVertex.normal);
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outputVertex.diffuse = diffuseSpecular.diffuse + inputVertex.color;
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//outputVertex.diffuse = lightData.ambient.ambientColor ;
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outputVertex.specular = diffuseSpecular.specular * material.specularColor;
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// setup for per-pixel specular lighting
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outputVertex.normal_o = inputVertex.normal;
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//Get view direction and compute half-angle
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outputVertex.halfAngle_o = calculateHalfAngle_o(inputVertex.position);
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return outputVertex;
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}
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