#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 float2 TexCoord1 : TEXCOORD1; float4 Color : COLOR0; float4 ReflColor : COLOR1; }; float3 eye : register(c41); float4 reflProps : register(c42); Light specLights[5] : register(c43); #define fresnel (reflProps.x) #define lightStrength (reflProps.y) // speclight alpha #define shininess (reflProps.z) #define specularity (reflProps.w) 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); float3 viewVec = normalize(eye - Vertex); output.TexCoord0.xy = input.TexCoord; output.Color = input.Prelight; output.Color.rgb += ambientLight.rgb * surfAmbient*lightStrength; int i; for(i = 0; i < numDirLights; i++) output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse*lightStrength; // PS2 clamps before material color output.Color = clamp(output.Color, 0.0, 1.0); output.Color *= matCol; // reflect V along Normal float3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec; output.TexCoord1 = uv2.xy*0.5 + 0.5; float b = 1.0 - saturate(dot(viewVec, Normal)); output.ReflColor = float4(0.0, 0.0, 0.0, 1.0); output.ReflColor.a = lerp(b*b*b*b*b, 1.0, fresnel)*shininess; //Light mainLight = lights[0]; for(i = 0; i < 5; i++) output.ReflColor.xyz += DoDirLightSpec(specLights[i], Normal, viewVec, specLights[i].direction.w)*specularity*lightStrength; output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); return output; }