1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
|
#include "standardConstants.h"
#ifdef ENVMAP
float4x4 texMat : register(c41);
#endif
#ifdef SKIN
float4x3 boneMatrices[64] : register(c41);
#endif
struct VS_in
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float4 Prelight : COLOR0;
#ifdef SKIN
float4 Weights : BLENDWEIGHT;
int4 Indices : BLENDINDICES;
#endif
};
struct VS_out {
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0; // also fog
#ifdef ENVMAP
float2 TexCoord1 : TEXCOORD1;
#endif
float4 Color : COLOR0;
};
VS_out main(in VS_in input)
{
VS_out output;
#ifdef SKIN
int j;
float3 SkinVertex = float3(0.0, 0.0, 0.0);
float3 SkinNormal = float3(0.0, 0.0, 0.0);
for(j = 0; j < 4; j++){
SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j];
SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j];
}
output.Position = mul(combinedMat, SkinVertex);
// float3 V = mul(worldMat, SkinVertex).xyz;
float3 N = mul(normalMat, SkinNormal);
#else
output.Position = mul(combinedMat, input.Position);
// float3 V = mul(worldMat, input.Position).xyz;
float3 N = mul(normalMat, input.Normal);
#endif
output.TexCoord0.xy = input.TexCoord;
#ifdef ENVMAP
output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy;
#endif
output.Color = input.Prelight;
output.Color.rgb += ambientLight.rgb * surfAmbient;
int i;
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
// PS2 clamps before material color
// PSP clamps after...maybe another constant for this?
output.Color = clamp(output.Color, 0.0, 1.0);
output.Color *= matCol;
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
return output;
}
|