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#include "standardConstants.h"
float4 emissive : register(c41);
float4 ambient : register(c42);
float4x4 viewMat : register(c43);
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
float2 TexCoord1 : TEXCOORD1;
float2 ReflData : TEXCOORD2;
float4 Color : COLOR0;
};
#define NdotV (output.ReflData.x)
#define lightingCont (output.ReflData.y)
VS_out main(in VS_in input)
{
VS_out output;
output.Position = mul(combinedMat, input.Position);
float3 V = mul(worldMat, input.Position).xyz;
float3 N = mul(normalMat, input.Normal);
output.TexCoord0.xy = input.TexCoord;
float4 ViewNormal = mul(viewMat, float4(N, 0.0));
output.TexCoord1 = (ViewNormal.xy + float2(1.0, 1.0))*0.5;
output.Color = input.Prelight;
float4 combinedAmbient = lerp(emissive, ambient, N.z);
output.Color.rgb += combinedAmbient.rgb * surfAmbient;
int i;
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
lightingCont = max(0.5, (output.Color.r + output.Color.g + output.Color.b) / 3.0);
output.Color *= matCol;
// for fresnel
float3 camPos = mul(-viewMat._m03_m13_m23, (float3x3)(viewMat));
float3 viewVec = normalize(V.xyz - camPos);
NdotV = 1.0 - dot(-N.xyz, viewVec.xyz);
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
return output;
}
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