CodeWalker/Shaders/WaterVS_PT.hlsl

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2018-03-14 10:28:58 +08:00
#include "WaterVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float2 Texcoord0 : TEXCOORD0;
};
VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
float3 opos = ModelTransform(input.Position.xyz);
float4 cpos = ScreenTransform(opos);
float3 bnorm = float3(0, 0, 1);// NormalTransform(float3(0, 0, 1));
float3 btang = float3(0,1,0);// NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0,0,0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = bnorm;
output.Texcoord0 = GetWaterTexcoords(input.Texcoord0);
output.Colour0 = 0.1;
output.Tangent = float4(btang, 1);
output.Bitangent = float4(cross(btang, bnorm), 0);
output.Flow = GetWaterFlow(input.Texcoord0, 1);
return output;
}