#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 += 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); 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; }