#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" void VS(float4 iPos : POSITION, #ifdef SKINNED float4 iBlendWeights : BLENDWEIGHT, int4 iBlendIndices : BLENDINDICES, #endif #ifdef INSTANCED float4x3 iModelInstance : TEXCOORD2, #endif #ifdef BILLBOARD float2 iSize : TEXCOORD1, #endif #ifdef DIFFMAP float2 iTexCoord : TEXCOORD0, #endif #ifdef VERTEXCOLOR float4 iColor : COLOR0, out float4 oColor : COLOR0, #endif #ifdef DIFFMAP out float2 oTexCoord : TEXCOORD0, #endif out float4 oPos : POSITION) { float4x3 modelMatrix = iModelMatrix; float3 worldPos = GetWorldPos(modelMatrix); oPos = GetClipPos(worldPos); #ifdef VERTEXCOLOR oColor = iColor; #endif #ifdef DIFFMAP oTexCoord = iTexCoord; #endif } void PS( #ifdef VERTEXCOLOR float4 iColor : COLOR0, #endif #if defined(DIFFMAP) || defined(ALPHAMAP) float2 iTexCoord : TEXCOORD0, #endif out float4 oColor : COLOR0) { float4 diffColor = cMatDiffColor; #ifdef VERTEXCOLOR diffColor *= iColor; #endif #if (!defined(DIFFMAP)) && (!defined(ALPHAMAP)) oColor = diffColor; #endif #ifdef DIFFMAP float4 diffInput = tex2D(sDiffMap, iTexCoord); #ifdef ALPHAMASK if (diffInput.a < 0.5) discard; #endif oColor = diffColor * diffInput; #endif #ifdef ALPHAMAP float alphaInput = tex2D(sDiffMap, iTexCoord).a; oColor = float4(diffColor.rgb, diffColor.a * alphaInput); #endif }