#include "standardConstants.h" #ifdef ENVMAP float4x4 texMat : register(c41); #endif #ifdef SKIN float4x3 boneMatrices[64] : register(c41); #endif struct VS_in { float4 Position : POSITION; float3 Normal : NORMAL; float2 TexCoord : TEXCOORD0; float4 Prelight : COLOR0; #ifdef SKIN float4 Weights : BLENDWEIGHT; int4 Indices : BLENDINDICES; #endif }; struct VS_out { float4 Position : POSITION; float3 TexCoord0 : TEXCOORD0; // also fog #ifdef ENVMAP float2 TexCoord1 : TEXCOORD1; #endif float4 Color : COLOR0; }; VS_out main(in VS_in input) { VS_out output; #ifdef SKIN int j; float3 SkinVertex = float3(0.0, 0.0, 0.0); float3 SkinNormal = float3(0.0, 0.0, 0.0); for(j = 0; j < 4; j++){ SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; } output.Position = mul(combinedMat, SkinVertex); // float3 V = mul(worldMat, SkinVertex).xyz; float3 N = mul(normalMat, SkinNormal); #else output.Position = mul(combinedMat, input.Position); // float3 V = mul(worldMat, input.Position).xyz; float3 N = mul(normalMat, input.Normal); #endif output.TexCoord0.xy = input.TexCoord; #ifdef ENVMAP output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy; #endif output.Color = input.Prelight; output.Color.rgb += ambientLight.rgb * surfAmbient; int i; for(i = 0; i < numDirLights; i++) output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse; // PS2 clamps before material color // PSP clamps after...maybe another constant for this? output.Color = clamp(output.Color, 0.0, 1.0); output.Color *= matCol; output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); return output; }