mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-22 23:12:59 +08:00
35 lines
1022 B
HLSL
35 lines
1022 B
HLSL
#include "WaterVS.hlsli"
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 Position : POSITION;
|
|
float3 Normal : NORMAL;
|
|
float2 Texcoord0 : TEXCOORD0;
|
|
float4 Colour0 : COLOR0;
|
|
};
|
|
|
|
|
|
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 = 0.5;// 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 = input.Colour0;
|
|
output.Tangent = float4(btang, 1);
|
|
output.Bitangent = float4(cross(btang, bnorm), 0);
|
|
output.Flow = GetWaterFlow(input.Texcoord0, input.Colour0);
|
|
return output;
|
|
}
|
|
|