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45 lines
979 B
HLSL
45 lines
979 B
HLSL
#include "standardConstants.h"
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float4 emissive : register(c41);
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float4 ambient : register(c42);
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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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float2 TexCoord1 : TEXCOORD1;
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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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};
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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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output.TexCoord0.xy = input.TexCoord;
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output.TexCoord1.xy = input.TexCoord1;
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output.Color = input.Prelight;
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output.Color.rgb *= ambient.rgb;
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output.Color.rgb += emissive.rgb;
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output.Color = clamp(output.Color, 0.0, 1.0);
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output.Color.a *= matCol.a;
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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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