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41 lines
1.3 KiB
HLSL
41 lines
1.3 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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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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float2 Texcoord2 : TEXCOORD2;
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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 opos = ModelTransform(input.Position.xyz, input.Colour0.xyz, input.Colour0.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = NormalTransform(input.Normal);
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float3 btang = 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, 0, 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 = bnorm;
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output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = input.Texcoord1;
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output.Texcoord2 = input.Texcoord2;
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output.Colour0 = input.Colour0;
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output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour
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output.Tint = tnt;
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output.Tangent = float4(btang, 1);
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output.Bitangent = float4(cross(btang, bnorm), 0);
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return output;
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} |