re3/src/extras/shaders/neoVehicle_VS.hlsl

65 lines
1.8 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
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;
}