diff options
Diffstat (limited to 'src/extras/shaders/neoRimSkin_VS.hlsl')
-rw-r--r-- | src/extras/shaders/neoRimSkin_VS.hlsl | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/src/extras/shaders/neoRimSkin_VS.hlsl b/src/extras/shaders/neoRimSkin_VS.hlsl new file mode 100644 index 00000000..87cc0931 --- /dev/null +++ b/src/extras/shaders/neoRimSkin_VS.hlsl @@ -0,0 +1,73 @@ +#include "standardConstants.h" + +float4x3 boneMatrices[64] : register(c41); + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; + float4 Weights : BLENDWEIGHT; + int4 Indices : BLENDINDICES; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float4 Color : COLOR0; +}; + +float3 viewVec : register(c233); +float4 rampStart : register(c234); +float4 rampEnd : register(c235); +float3 rimData : register(c236); + +VS_out main(in VS_in input) +{ + VS_out output; + + 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, float4(SkinVertex, 1.0)); + float3 Vertex = mul(worldMat, float4(SkinVertex, 1.0)).xyz; + float3 Normal = mul(normalMat, SkinNormal); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +//#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse; +//#endif +//#ifdef POINTLIGHTS +// for(i = 0; i < numPointLights; i++) +// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif +//#ifdef SPOTLIGHTS +// for(i = 0; i < numSpotLights; i++) +// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif + + // rim light + float f = rimData.x - rimData.y*dot(Normal, viewVec); + float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z); + output.Color.xyz += rimlight.xyz; + + // PS2 clamps before material color + 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; +} |