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46 lines
1.5 KiB
HLSL
46 lines
1.5 KiB
HLSL
#include "BasicVS.hlsli"
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float4 Colour1 : COLOR1;
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float2 Texcoord0 : TEXCOORD0;
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};
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VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
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{
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VS_OUTPUT output;
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float3 bpos, bnorm, btang;
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BoneTransform(input.BlendWeights, input.BlendIndices, input.Position.xyz, input.Normal, float3(0, 1, 0), bpos, bnorm, btang);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = 0.5; // NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
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float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled
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float4 lightspacepos;
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float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
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output.LightShadow = lightspacepos;
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output.Shadows = float4(shadowdepth, 0, 0, 0);
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output.Position = cpos;
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output.CamRelPos = opos;
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output.Normal = onorm;
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output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = 0.5; // input.Texcoord;
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output.Texcoord2 = 0.5; // input.Texcoord;
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output.Colour0 = input.Colour0;
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output.Colour1 = input.Colour1;
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output.Tint = tnt;
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output.Tangent = float4(otang, 1);
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output.Bitangent = float4(cross(otang, onorm), 0);
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return output;
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}
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