#include "standardConstants.h" 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; }; 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; output.Position = mul(combinedMat, input.Position); float3 Vertex = mul(worldMat, input.Position).xyz; float3 Normal = mul(normalMat, input.Normal); 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; }