diff options
Diffstat (limited to 'src/extras/shaders/leedsDefault_VS_x.hlsl')
-rw-r--r-- | src/extras/shaders/leedsDefault_VS_x.hlsl | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/src/extras/shaders/leedsDefault_VS_x.hlsl b/src/extras/shaders/leedsDefault_VS_x.hlsl new file mode 100644 index 00000000..58bee097 --- /dev/null +++ b/src/extras/shaders/leedsDefault_VS_x.hlsl @@ -0,0 +1,72 @@ +#include "standardConstants.h" + +#ifdef ENVMAP +float4x4 texMat : register(c41); +#endif +#ifdef SKIN +float4x3 boneMatrices[64] : register(c41); +#endif + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +#ifdef SKIN + float4 Weights : BLENDWEIGHT; + int4 Indices : BLENDINDICES; +#endif +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog +#ifdef ENVMAP + float2 TexCoord1 : TEXCOORD1; +#endif + float4 Color : COLOR0; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + +#ifdef SKIN + int j; + float3 SkinVertex = float3(0.0, 0.0, 0.0); + float3 SkinNormal = float3(0.0, 0.0, 0.0); + for(j = 0; j < 4; j++){ + SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; + SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; + } + output.Position = mul(combinedMat, SkinVertex); +// float3 V = mul(worldMat, SkinVertex).xyz; + float3 N = mul(normalMat, SkinNormal); +#else + output.Position = mul(combinedMat, input.Position); +// float3 V = mul(worldMat, input.Position).xyz; + float3 N = mul(normalMat, input.Normal); +#endif + + output.TexCoord0.xy = input.TexCoord; +#ifdef ENVMAP + output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy; +#endif + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse; + // PS2 clamps before material color + // PSP clamps after...maybe another constant for this? + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} |