re3/src/extras/shaders/neoGloss_VS.hlsl

36 lines
847 B
HLSL

#include "standardConstants.h"
struct VS_in
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct VS_out
{
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0;
float3 Normal : COLOR0;
float3 Light : COLOR1;
};
float3 eye : register(c41);
VS_out main(in VS_in input)
{
VS_out output;
output.Position = mul(combinedMat, input.Position);
float3 Vertex = mul(worldMat, input.Position).xyz;
output.TexCoord0.xy = input.TexCoord;
float3 viewVec = normalize(eye - Vertex);
float3 Light = normalize(viewVec - lights[0].direction.xyz);
output.Normal = 0.5*(1.0 + float3(0.0, 0.0, 1.0)); // compress
output.Light = 0.5*(1.0 + Light); //
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
return output;
}