re3/src/extras/shaders/neoRim_VS.hlsl

62 lines
1.6 KiB
HLSL

#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;
}