#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" #include "Lighting.hlsl" #include "Fog.hlsl" void VS(float4 iPos : POSITION, float3 iNormal : NORMAL, #ifdef NORMALMAP float4 iTangent : TANGENT0, #endif float2 iTexCoord : TEXCOORD0, #ifdef VERTEXCOLOR float4 iColor : COLOR0, #endif #ifdef SKINNED float4 iBlendWeights : BLENDWEIGHT, int4 iBlendIndices : BLENDINDICES, #endif #ifdef INSTANCED float4x3 iModelInstance : TEXCOORD2, #endif out float2 oTexCoord : TEXCOORD0, out float4 oVertexLighting : TEXCOORD1, out float3 oNormal : TEXCOORD2, #ifdef NORMALMAP out float3 oTangent : TEXCOORD3, out float3 oBitangent : TEXCOORD4, #endif #ifdef VERTEXCOLOR out float4 oColor : COLOR0, #endif out float4 oPos : POSITION) { float4x3 modelMatrix = iModelMatrix; float3 worldPos = GetWorldPos(modelMatrix); oPos = GetClipPos(worldPos); oTexCoord = GetTexCoord(iTexCoord); oVertexLighting = float4(GetAmbient(GetZonePos(worldPos)), GetDepth(oPos)); #ifdef NUMVERTEXLIGHTS float3 normal = GetWorldNormal(modelMatrix); for (int i = 0; i < NUMVERTEXLIGHTS; ++i) oVertexLighting.rgb += GetVertexLight(i, worldPos, normal) * cVertexLights[i * 3].rgb; #endif oNormal = GetWorldNormal(modelMatrix); #ifdef NORMALMAP oTangent = GetWorldTangent(modelMatrix); oBitangent = cross(oTangent, oNormal) * iTangent.w; #endif #ifdef VERTEXCOLOR oColor = iColor; #endif } void PS( float2 iTexCoord : TEXCOORD0, float4 iVertexLighting : TEXCOORD1, float3 iNormal : TEXCOORD2, #ifdef NORMALMAP float3 iTangent : TEXCOORD3, float3 iBitangent : TEXCOORD4, #endif #ifdef VERTEXCOLOR float4 iColor : COLOR0, #endif out float4 oAlbedo : COLOR1, out float4 oNormal : COLOR2, #ifndef HWDEPTH out float4 oDepth : COLOR3, #endif out float4 oColor : COLOR0) { #ifdef DIFFMAP float4 diffInput = tex2D(sDiffMap, iTexCoord); #ifdef ALPHAMASK if (diffInput.a < 0.5) discard; #endif float3 diffColor = cMatDiffColor.rgb * diffInput.rgb; #else float3 diffColor = cMatDiffColor.rgb; #endif #ifdef VERTEXCOLOR diffColor *= iColor.rgb; #endif #ifdef NORMALMAP float3x3 tbn = float3x3(iTangent, iBitangent, iNormal); float3 normal = mul(DecodeNormal(tex2D(sNormalMap, iTexCoord)), tbn); #else float3 normal = iNormal; #endif // If using SM2, light volume shader may not have instructions left to normalize the normal. Therefore do it here #if !defined(SM3) normal = normalize(normal); #endif #ifdef SPECMAP float specIntensity = cMatSpecColor.g * tex2D(sSpecMap, iTexCoord).g; #else float specIntensity = cMatSpecColor.g; #endif float specPower = cMatSpecColor.a / 255.0; oColor = float4(GetFog(iVertexLighting.rgb * diffColor, iVertexLighting.a), 1.0); oAlbedo = GetFogFactor(iVertexLighting.a) * float4(diffColor, specIntensity); oNormal = float4(normal * 0.5 + 0.5, specPower); #ifndef HWDEPTH oDepth = iVertexLighting.a; #endif }