CodeWalker/Shaders/BasicVS_PNCTTT.hlsl

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HLSL
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#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float2 Texcoord0 : TEXCOORD0;
float2 Texcoord1 : TEXCOORD1;
float2 Texcoord2 : TEXCOORD2;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3 opos = ModelTransform(input.Position.xyz, input.Colour0.xyz, input.Colour0.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = NormalTransform(input.Normal);
float3 btang = 0.5; // NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
float4 tnt = ColourTint(input.Colour0.b, 0, iid); //colour tinting if enabled
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 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = input.Texcoord1;
output.Texcoord2 = input.Texcoord2;
output.Colour0 = input.Colour0;
output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour
output.Tint = tnt;
output.Tangent = float4(btang, 1);
output.Bitangent = float4(cross(btang, bnorm), 0);
return output;
}