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authoraap <aap@papnet.eu>2020-08-19 16:10:22 +0200
committeraap <aap@papnet.eu>2020-08-19 16:10:22 +0200
commit827ba62671c6e2efe96259a0f130a4d167d14c2a (patch)
tree53bbc586e9a44d19d0cd1a67a69e9c49d9625662 /src/extras/shaders/neoVehicle_VS.hlsl
parent5ac83e4b4cb945a40bf3175b89b78965595679d2 (diff)
neo pipelines; postfx fix
Diffstat (limited to 'src/extras/shaders/neoVehicle_VS.hlsl')
-rw-r--r--src/extras/shaders/neoVehicle_VS.hlsl64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/extras/shaders/neoVehicle_VS.hlsl b/src/extras/shaders/neoVehicle_VS.hlsl
new file mode 100644
index 00000000..de75e745
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_VS.hlsl
@@ -0,0 +1,64 @@
+#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, 1.0f, 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;
+}