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#include "standardConstants.h"
#define surfEmissive (surfProps.w)
#define vertContrast (1.5)
#define vertBrightness (0.25)
#define ambientContrast (1.2)
#define ambientBrightness (0.1)
#define emissiveContrast (1.25)
#define emissiveBrightness (0.05)
float4 emissive : register(c41);
float4 ambient : register(c42);
struct VS_in
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float4 Prelight : COLOR0;
};
struct VS_out {
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0; // also fog
float4 Color : COLOR0;
};
VS_out main(in VS_in input)
{
VS_out output;
output.Position = mul(combinedMat, input.Position);
float3 Vertex = mul(worldMat, input.Position).xyz;
float3 Normal = mul(normalMat, input.Normal);
output.TexCoord0.xy = input.TexCoord;
float4 vertCol = input.Prelight;
float4 amb = ambient;
float4 emiss = emissive;
vertCol.xyz = ((vertCol.xyz - 0.5) * max(vertContrast, 0.0)) + 0.5;
vertCol.xyz += vertBrightness;
vertCol.xyz = max(vertCol.xyz, float3(0.0,0.0,0.0));
amb.xyz = ((amb.xyz - 0.5) * max(ambientContrast, 0.0)) + 0.5;
amb.xyz += ambientBrightness;
amb.xyz = max(amb.xyz, float3(0.0,0.0,0.0));
emiss.xyz = ((emiss.xyz - 0.5) * max(emissiveContrast, 0.0)) + 0.5;
emiss.xyz += emissiveBrightness;
emiss.xyz = max(emiss.xyz, float3(0.0,0.0,0.0));
output.Color.xyz = emiss.xyz + (vertCol.xyz * amb.xyz);
output.Color.w = vertCol.w;
output.Color = clamp(output.Color, 0.0, 1.0);
output.Color.a *= matCol.a;
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
return output;
}
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