From 9b2037419f96c6627cb5f2a6f9d127ef1dcdb9df Mon Sep 17 00:00:00 2001 From: aap Date: Tue, 12 Jan 2021 13:41:22 +0100 Subject: mobile vehicle rendering --- src/extras/shaders/leedsVehicle_mobile_VS.hlsl | 60 ++++++++++++++++++++++++++ 1 file changed, 60 insertions(+) create mode 100644 src/extras/shaders/leedsVehicle_mobile_VS.hlsl (limited to 'src/extras/shaders/leedsVehicle_mobile_VS.hlsl') diff --git a/src/extras/shaders/leedsVehicle_mobile_VS.hlsl b/src/extras/shaders/leedsVehicle_mobile_VS.hlsl new file mode 100644 index 00000000..667c0963 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile_VS.hlsl @@ -0,0 +1,60 @@ +#include "standardConstants.h" + +float4 emissive : register(c41); +float4 ambient : register(c42); +float4x4 viewMat : register(c43); + +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; + float2 ReflData : TEXCOORD2; + float4 Color : COLOR0; +}; + +#define NdotV (output.ReflData.x) +#define lightingCont (output.ReflData.y) + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 V = mul(worldMat, input.Position).xyz; + float3 N = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + + float4 ViewNormal = mul(viewMat, float4(N, 0.0)); + output.TexCoord1 = (ViewNormal.xy + float2(1.0, 1.0))*0.5; + + output.Color = input.Prelight; + float4 combinedAmbient = lerp(emissive, ambient, N.z); +// output.Color.rgb += ambientLight.rgb * surfAmbient; + output.Color.rgb += combinedAmbient.rgb * surfAmbient; + + int i; + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse; + lightingCont = max(0.5, (output.Color.r + output.Color.g + output.Color.b) / 3.0); + // PS2 clamps before material color +// output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + // for fresnel + float3 camPos = mul(-viewMat._m03_m13_m23, (float3x3)(viewMat)); + float3 viewVec = normalize(V.xyz - camPos); + NdotV = 1.0 - dot(-N.xyz, viewVec.xyz); + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} -- cgit v1.2.3