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https://github.com/GTAmodding/re3.git
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64 lines
1.8 KiB
HLSL
64 lines
1.8 KiB
HLSL
#include "standardConstants.h"
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struct VS_in
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{
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float4 Position : POSITION;
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float3 Normal : NORMAL;
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float2 TexCoord : TEXCOORD0;
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float4 Prelight : COLOR0;
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};
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struct VS_out {
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float4 Position : POSITION;
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float3 TexCoord0 : TEXCOORD0; // also fog
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float2 TexCoord1 : TEXCOORD1;
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float4 Color : COLOR0;
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float4 ReflColor : COLOR1;
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};
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float3 eye : register(c41);
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float4 reflProps : register(c42);
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Light specLights[5] : register(c43);
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#define fresnel (reflProps.x)
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#define lightStrength (reflProps.y) // speclight alpha
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#define shininess (reflProps.z)
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#define specularity (reflProps.w)
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VS_out main(in VS_in input)
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{
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VS_out output;
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output.Position = mul(combinedMat, input.Position);
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float3 Vertex = mul(worldMat, input.Position).xyz;
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float3 Normal = mul(normalMat, input.Normal);
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float3 viewVec = normalize(eye - Vertex);
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output.TexCoord0.xy = input.TexCoord;
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output.Color = input.Prelight;
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output.Color.rgb += ambientLight.rgb * surfAmbient*lightStrength;
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int i;
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for(i = 0; i < numDirLights; i++)
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output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse*lightStrength;
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// PS2 clamps before material color
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output.Color = clamp(output.Color, 0.0, 1.0);
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output.Color *= matCol;
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// reflect V along Normal
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float3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;
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output.TexCoord1 = uv2.xy*0.5 + 0.5;
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float b = 1.0 - saturate(dot(viewVec, Normal));
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output.ReflColor = float4(0.0, 0.0, 0.0, 1.0);
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output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess;
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//Light mainLight = lights[0];
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for(i = 0; i < 5; i++)
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output.ReflColor.xyz += DoDirLightSpec(specLights[i], Normal, viewVec, specLights[i].direction.w)*specularity*lightStrength;
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output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
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return output;
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}
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