mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-25 16:32:55 +08:00
34 lines
1.0 KiB
HLSL
34 lines
1.0 KiB
HLSL
|
#include "WaterVS.hlsli"
|
||
|
|
||
|
struct VS_INPUT
|
||
|
{
|
||
|
float4 Position : POSITION;
|
||
|
float3 Normal : NORMAL;
|
||
|
float2 Texcoord0 : TEXCOORD0;
|
||
|
float4 Colour0 : COLOR0;
|
||
|
float4 Tangent : TANGENT;
|
||
|
};
|
||
|
|
||
|
|
||
|
VS_OUTPUT main(VS_INPUT input)
|
||
|
{
|
||
|
VS_OUTPUT output;
|
||
|
float3 opos = ModelTransform(input.Position.xyz);
|
||
|
float4 cpos = ScreenTransform(opos);
|
||
|
float3 bnorm = NormalTransform(input.Normal);
|
||
|
float3 btang = NormalTransform(input.Tangent.xyz);
|
||
|
|
||
|
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 = input.Colour0;
|
||
|
output.Tangent = float4(btang, input.Tangent.w);
|
||
|
output.Bitangent = float4(cross(btang, bnorm) * input.Tangent.w, 0);
|
||
|
output.Flow = GetWaterFlow(input.Texcoord0, input.Colour0);
|
||
|
return output;
|
||
|
}
|