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-rw-r--r--src/extras/shaders/leedsDefault_VS_x.hlsl72
1 files changed, 72 insertions, 0 deletions
diff --git a/src/extras/shaders/leedsDefault_VS_x.hlsl b/src/extras/shaders/leedsDefault_VS_x.hlsl
new file mode 100644
index 00000000..58bee097
--- /dev/null
+++ b/src/extras/shaders/leedsDefault_VS_x.hlsl
@@ -0,0 +1,72 @@
+#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;
+}